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authorYuanhan Liu <[email protected]>2011-11-16 11:29:08 +0800
committerYuanhan Liu <[email protected]>2011-11-16 11:31:04 +0800
commit4f677ca5f9f998a6f57a1390156e772f1f87280a (patch)
tree59483df72a53d054d8261ca29a1cdcc9c03bc98f /src/glsl/builtins/tools/texture_builtins.py
parent099c4e372df0acb2bda61ccf9e6538b3d8349ea3 (diff)
mesa: do not skip att and spot calculation for infinite light
glspec doesn't say that we should skip the attenuation and spot calculation for infinite light(Ppli.w == 0). Instead, it gives a same formula to do the light calculation for both finite light and infinite light(see page 62 of glspec 2.1.pdf) Also from the formula (2.4) at page 62 of glspec 2.1.pdf, we can skip attenuation calculation if Ppli.w == 0. This would fix all the intel oglc l_sed fail subcases and introduces no intel oglc regressions. v2: fix an wrong intendation(comments from Brian). Signed-off-by: Yuanhan Liu <[email protected]> Acked-by: Brian Paul <[email protected]>
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