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authorBrian Paul <[email protected]>2009-04-03 10:16:31 -0600
committerBrian Paul <[email protected]>2009-04-03 10:16:31 -0600
commit39345a492837d733f158ad594555858a7b40e902 (patch)
tree0f943a14d07e6a46cbe3855b9c301b933989c84d
parent7be149cfd131c0b3f7d4337bb83e6fba5f563bf9 (diff)
mesa: don't normalize spot light direction until validation time
In glLight() we're only supposed to transform the direction by the modelview matrix, not normalized it too. (cherry picked from commit 650d147289014e8a98f65fbbcd1855b2a4f19d2f)
-rw-r--r--src/mesa/main/light.c9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c
index ce50224d30a..4372f7bb533 100644
--- a/src/mesa/main/light.c
+++ b/src/mesa/main/light.c
@@ -209,7 +209,6 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
_math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
}
TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
- NORMALIZE_3FV(temp);
params = temp;
break;
case GL_SPOT_EXPONENT:
@@ -1137,12 +1136,18 @@ compute_light_positions( GLcontext *ctx )
}
if (light->_Flags & LIGHT_SPOT) {
+ /* Note: we normalize the spot direction now */
+
if (ctx->_NeedEyeCoords) {
COPY_3V( light->_NormDirection, light->EyeDirection );
+ NORMALIZE_3FV( light->_NormDirection );
}
else {
+ GLfloat spotDir[3];
+ COPY_3V(spotDir, light->EyeDirection);
+ NORMALIZE_3FV(spotDir);
TRANSFORM_NORMAL( light->_NormDirection,
- light->EyeDirection,
+ spotDir,
ctx->ModelviewMatrixStack.Top->m);
}