diff options
author | Keith Whitwell <[email protected]> | 2000-11-05 18:40:57 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2000-11-05 18:40:57 +0000 |
commit | 14940c4ffe066a8b85bc14274c19ad3d8e334d61 (patch) | |
tree | f131b862b3215f81e638100c86736330c0dd592b /src/mesa/main/light.c | |
parent | 1e885f6e6ce9c46c3220eb0472bdfe2aa7946596 (diff) |
- Changes for new software rasterizer modules
- Remove support for choosing software fallbacks from core code
- Remove partial fallback code from vbrender.c -- drivers are now
expected to be able to find a triangle/quad function for every state,
even if they have to use _swsetup_Triangle or _swsetup_Quad.
- Marked derived variables in the GLcontext struct with a leading
underscore '_'.
Diffstat (limited to 'src/mesa/main/light.c')
-rw-r--r-- | src/mesa/main/light.c | 240 |
1 files changed, 120 insertions, 120 deletions
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index 710c90e0cd7..123ae89adee 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -1,4 +1,4 @@ -/* $Id: light.c,v 1.22 2000/10/30 13:32:00 keithw Exp $ */ +/* $Id: light.c,v 1.23 2000/11/05 18:40:58 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -63,9 +63,9 @@ _mesa_ShadeModel( GLenum mode ) if (ctx->Light.ShadeModel != mode) { ctx->Light.ShadeModel = mode; if (ctx->Light.ShadeModel == GL_FLAT) - SET_BITS(ctx->TriangleCaps, DD_FLATSHADE); + SET_BITS(ctx->_TriangleCaps, DD_FLATSHADE); else - CLEAR_BITS(ctx->TriangleCaps, DD_FLATSHADE); + CLEAR_BITS(ctx->_TriangleCaps, DD_FLATSHADE); ctx->NewState |= _NEW_LIGHT; @@ -150,9 +150,9 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) return; } ctx->Light.Light[l].SpotCutoff = params[0]; - ctx->Light.Light[l].CosCutoff = cos(params[0]*DEG2RAD); - if (ctx->Light.Light[l].CosCutoff < 0) - ctx->Light.Light[l].CosCutoff = 0; + ctx->Light.Light[l]._CosCutoff = cos(params[0]*DEG2RAD); + if (ctx->Light.Light[l]._CosCutoff < 0) + ctx->Light.Light[l]._CosCutoff = 0; nParams = 1; break; case GL_CONSTANT_ATTENUATION: @@ -389,11 +389,11 @@ _mesa_LightModelfv( GLenum pname, const GLfloat *params ) if (params[0] == (GLfloat) GL_SINGLE_COLOR) { ctx->Light.Model.ColorControl = GL_SINGLE_COLOR; if (!ctx->Fog.ColorSumEnabled) - CLEAR_BITS(ctx->TriangleCaps, DD_SEPERATE_SPECULAR); + CLEAR_BITS(ctx->_TriangleCaps, DD_SEPERATE_SPECULAR); } else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) { ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR; - SET_BITS(ctx->TriangleCaps, DD_SEPERATE_SPECULAR); + SET_BITS(ctx->_TriangleCaps, DD_SEPERATE_SPECULAR); } else { gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" ); @@ -561,27 +561,27 @@ void gl_update_material( GLcontext *ctx, struct gl_material *mat = &ctx->Light.Material[0]; COPY_4FV( mat->Ambient, src[0].Ambient ); foreach (light, list) { - SCALE_3V( light->MatAmbient[0], light->Ambient, src[0].Ambient); + SCALE_3V( light->_MatAmbient[0], light->Ambient, src[0].Ambient); } } if (bitmask & BACK_AMBIENT_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; COPY_4FV( mat->Ambient, src[1].Ambient ); foreach (light, list) { - SCALE_3V( light->MatAmbient[1], light->Ambient, src[1].Ambient); + SCALE_3V( light->_MatAmbient[1], light->Ambient, src[1].Ambient); } } /* update BaseColor = emission + scene's ambience * material's ambience */ if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) { struct gl_material *mat = &ctx->Light.Material[0]; - COPY_3V( ctx->Light.BaseColor[0], mat->Emission ); - ACC_SCALE_3V( ctx->Light.BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient ); + COPY_3V( ctx->Light._BaseColor[0], mat->Emission ); + ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient ); } if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) { struct gl_material *mat = &ctx->Light.Material[1]; - COPY_3V( ctx->Light.BaseColor[1], mat->Emission ); - ACC_SCALE_3V( ctx->Light.BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient ); + COPY_3V( ctx->Light._BaseColor[1], mat->Emission ); + ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient ); } /* update material diffuse values */ @@ -590,20 +590,20 @@ void gl_update_material( GLcontext *ctx, GLfloat tmp[4]; SUB_3V( tmp, src[0].Diffuse, mat->Diffuse ); foreach (light, list) { - ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); + ACC_SCALE_3V( light->_MatDiffuse[0], light->Diffuse, tmp ); } COPY_4FV( mat->Diffuse, src[0].Diffuse ); - FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[0], mat->Diffuse[3]); + FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]); } if (bitmask & BACK_DIFFUSE_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; GLfloat tmp[4]; SUB_3V( tmp, src[1].Diffuse, mat->Diffuse ); foreach (light, list) { - ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); + ACC_SCALE_3V( light->_MatDiffuse[1], light->Diffuse, tmp ); } COPY_4FV( mat->Diffuse, src[1].Diffuse ); - FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); + FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]); } /* update material specular values */ @@ -612,10 +612,10 @@ void gl_update_material( GLcontext *ctx, GLfloat tmp[4]; SUB_3V( tmp, src[0].Specular, mat->Specular ); foreach (light, list) { - if (light->Flags & LIGHT_SPECULAR) { - ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp ); - light->IsMatSpecular[0] = - (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16); + if (light->_Flags & LIGHT_SPECULAR) { + ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, tmp ); + light->_IsMatSpecular[0] = + (LEN_SQUARED_3FV(light->_MatSpecular[0]) > 1e-16); } } COPY_4FV( mat->Specular, src[0].Specular ); @@ -625,10 +625,10 @@ void gl_update_material( GLcontext *ctx, GLfloat tmp[4]; SUB_3V( tmp, src[1].Specular, mat->Specular ); foreach (light, list) { - if (light->Flags & LIGHT_SPECULAR) { - ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp ); - light->IsMatSpecular[1] = - (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16); + if (light->_Flags & LIGHT_SPECULAR) { + ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, tmp ); + light->_IsMatSpecular[1] = + (LEN_SQUARED_3FV(light->_MatSpecular[1]) > 1e-16); } } COPY_4FV( mat->Specular, src[1].Specular ); @@ -712,11 +712,11 @@ void gl_update_color_material( GLcontext *ctx, COPY_4FV( mat->Emission, color ); } - /* update light->MatAmbient = light's ambient * material's ambient */ + /* update light->_MatAmbient = light's ambient * material's ambient */ if (bitmask & FRONT_AMBIENT_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; foreach (light, list) { - SCALE_3V( light->MatAmbient[0], light->Ambient, color); + SCALE_3V( light->_MatAmbient[0], light->Ambient, color); } COPY_4FV( mat->Ambient, color ); } @@ -724,7 +724,7 @@ void gl_update_color_material( GLcontext *ctx, if (bitmask & BACK_AMBIENT_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; foreach (light, list) { - SCALE_3V( light->MatAmbient[1], light->Ambient, color); + SCALE_3V( light->_MatAmbient[1], light->Ambient, color); } COPY_4FV( mat->Ambient, color ); } @@ -732,26 +732,26 @@ void gl_update_color_material( GLcontext *ctx, /* update BaseColor = emission + scene's ambience * material's ambience */ if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) { struct gl_material *mat = &ctx->Light.Material[0]; - COPY_3V( ctx->Light.BaseColor[0], mat->Emission ); - ACC_SCALE_3V( ctx->Light.BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient ); + COPY_3V( ctx->Light._BaseColor[0], mat->Emission ); + ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient ); } if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) { struct gl_material *mat = &ctx->Light.Material[1]; - COPY_3V( ctx->Light.BaseColor[1], mat->Emission ); - ACC_SCALE_3V( ctx->Light.BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient ); + COPY_3V( ctx->Light._BaseColor[1], mat->Emission ); + ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient ); } - /* update light->MatDiffuse = light's diffuse * material's diffuse */ + /* update light->_MatDiffuse = light's diffuse * material's diffuse */ if (bitmask & FRONT_DIFFUSE_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; GLfloat tmp[4]; SUB_3V( tmp, color, mat->Diffuse ); foreach (light, list) { - ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); + ACC_SCALE_3V( light->_MatDiffuse[0], light->Diffuse, tmp ); } COPY_4FV( mat->Diffuse, color ); - FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[0], mat->Diffuse[3]); + FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]); } if (bitmask & BACK_DIFFUSE_BIT) { @@ -759,22 +759,22 @@ void gl_update_color_material( GLcontext *ctx, GLfloat tmp[4]; SUB_3V( tmp, color, mat->Diffuse ); foreach (light, list) { - ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); + ACC_SCALE_3V( light->_MatDiffuse[1], light->Diffuse, tmp ); } COPY_4FV( mat->Diffuse, color ); - FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); + FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]); } - /* update light->MatSpecular = light's specular * material's specular */ + /* update light->_MatSpecular = light's specular * material's specular */ if (bitmask & FRONT_SPECULAR_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; GLfloat tmp[4]; SUB_3V( tmp, color, mat->Specular ); foreach (light, list) { - if (light->Flags & LIGHT_SPECULAR) { - ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp ); - light->IsMatSpecular[0] = - (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16); + if (light->_Flags & LIGHT_SPECULAR) { + ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, tmp ); + light->_IsMatSpecular[0] = + (LEN_SQUARED_3FV(light->_MatSpecular[0]) > 1e-16); } } COPY_4FV( mat->Specular, color ); @@ -785,10 +785,10 @@ void gl_update_color_material( GLcontext *ctx, GLfloat tmp[4]; SUB_3V( tmp, color, mat->Specular ); foreach (light, list) { - if (light->Flags & LIGHT_SPECULAR) { - ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp ); - light->IsMatSpecular[1] = - (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16); + if (light->_Flags & LIGHT_SPECULAR) { + ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, tmp ); + light->_IsMatSpecular[1] = + (LEN_SQUARED_3FV(light->_MatSpecular[1]) > 1e-16); } } COPY_4FV( mat->Specular, color ); @@ -1109,10 +1109,10 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) * IF P[3]==0 THEN * // light at infinity * IF local_viewer THEN - * VP_inf_norm = unit vector from V to P // Precompute + * _VP_inf_norm = unit vector from V to P // Precompute * ELSE * // eye at infinity - * h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute + * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute * ENDIF * ENDIF * @@ -1135,7 +1135,7 @@ gl_compute_spot_exp_table( struct gl_light *l ) GLdouble tmp = 0; GLint clamp = 0; - l->SpotExpTable[0][0] = 0.0; + l->_SpotExpTable[0][0] = 0.0; for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) { if (clamp == 0) { @@ -1145,12 +1145,12 @@ gl_compute_spot_exp_table( struct gl_light *l ) clamp = 1; } } - l->SpotExpTable[i][0] = tmp; + l->_SpotExpTable[i][0] = tmp; } for (i = 0; i < EXP_TABLE_SIZE - 1; i++) { - l->SpotExpTable[i][1] = l->SpotExpTable[i+1][0] - l->SpotExpTable[i][0]; + l->_SpotExpTable[i][1] = l->_SpotExpTable[i+1][0] - l->_SpotExpTable[i][0]; } - l->SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0; + l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0; } @@ -1190,7 +1190,7 @@ void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess ) { #define DISTSQR(a,b) ((a-b)*(a-b)) - struct gl_shine_tab *list = ctx->ShineTabList; + struct gl_shine_tab *list = ctx->_ShineTabList; struct gl_shine_tab *s; foreach(s, list) @@ -1205,8 +1205,8 @@ gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess ) compute_shine_table( s, shininess ); } - ctx->ShineTable[i]->refcount--; - ctx->ShineTable[i] = s; + ctx->_ShineTable[i]->refcount--; + ctx->_ShineTable[i] = s; move_to_tail( list, s ); s->refcount++; #undef DISTSQR @@ -1226,68 +1226,68 @@ gl_update_lighting( GLcontext *ctx ) { struct gl_light *light; - ctx->Light.Flags = 0; + ctx->Light._Flags = 0; foreach(light, &ctx->Light.EnabledList) { - light->Flags = 0; + light->_Flags = 0; if (light->EyePosition[3] != 0.0F) - light->Flags |= LIGHT_POSITIONAL; + light->_Flags |= LIGHT_POSITIONAL; if (LEN_SQUARED_3FV(light->Specular) > 1e-16) - light->Flags |= LIGHT_SPECULAR; + light->_Flags |= LIGHT_SPECULAR; if (light->SpotCutoff != 180.0F) - light->Flags |= LIGHT_SPOT; + light->_Flags |= LIGHT_SPOT; - ctx->Light.Flags |= light->Flags; + ctx->Light._Flags |= light->_Flags; } - ctx->Light.NeedVertices = - ((ctx->Light.Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) || + ctx->Light._NeedVertices = + ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) || (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) || - (ctx->Light.Model.LocalViewer && (ctx->Light.Flags & LIGHT_SPECULAR))); + (ctx->Light.Model.LocalViewer && (ctx->Light._Flags & LIGHT_SPECULAR))); /* Precompute some shading values. */ if (ctx->Visual.RGBAflag) { - GLuint sides = ((ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1); + GLuint sides = ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1); GLuint side; for (side=0; side < sides; side++) { struct gl_material *mat = &ctx->Light.Material[side]; - COPY_3V(ctx->Light.BaseColor[side], mat->Emission); - ACC_SCALE_3V(ctx->Light.BaseColor[side], + COPY_3V(ctx->Light._BaseColor[side], mat->Emission); + ACC_SCALE_3V(ctx->Light._BaseColor[side], ctx->Light.Model.Ambient, mat->Ambient); - FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[side], + FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[side], ctx->Light.Material[side].Diffuse[3] ); } foreach (light, &ctx->Light.EnabledList) { for (side=0; side< sides; side++) { const struct gl_material *mat = &ctx->Light.Material[side]; - SCALE_3V( light->MatDiffuse[side], light->Diffuse, mat->Diffuse ); - SCALE_3V( light->MatAmbient[side], light->Ambient, mat->Ambient ); - if (light->Flags & LIGHT_SPECULAR) { - SCALE_3V( light->MatSpecular[side], light->Specular, + SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse ); + SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient ); + if (light->_Flags & LIGHT_SPECULAR) { + SCALE_3V( light->_MatSpecular[side], light->Specular, mat->Specular); - light->IsMatSpecular[side] = - (LEN_SQUARED_3FV(light->MatSpecular[side]) > 1e-16); + light->_IsMatSpecular[side] = + (LEN_SQUARED_3FV(light->_MatSpecular[side]) > 1e-16); } else - light->IsMatSpecular[side] = 0; + light->_IsMatSpecular[side] = 0; } } } else { static const GLfloat ci[3] = { .30, .59, .11 }; foreach(light, &ctx->Light.EnabledList) { - light->dli = DOT3(ci, light->Diffuse); - light->sli = DOT3(ci, light->Specular); + light->_dli = DOT3(ci, light->Diffuse); + light->_sli = DOT3(ci, light->Specular); } } } @@ -1304,65 +1304,65 @@ gl_compute_light_positions( GLcontext *ctx ) if (1 /*ctx->Light.NeedVertices && !ctx->Light.Model.LocalViewer*/) { static const GLfloat eye_z[3] = { 0, 0, 1 }; - if (ctx->NeedEyeCoords) { - COPY_3V( ctx->EyeZDir, eye_z ); + if (ctx->_NeedEyeCoords) { + COPY_3V( ctx->_EyeZDir, eye_z ); } else { - TRANSFORM_NORMAL( ctx->EyeZDir, eye_z, ctx->ModelView.m ); + TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelView.m ); } } foreach (light, &ctx->Light.EnabledList) { - if (ctx->NeedEyeCoords) { - COPY_4FV( light->Position, light->EyePosition ); + if (ctx->_NeedEyeCoords) { + COPY_4FV( light->_Position, light->EyePosition ); } else { - TRANSFORM_POINT( light->Position, ctx->ModelView.inv, + TRANSFORM_POINT( light->_Position, ctx->ModelView.inv, light->EyePosition ); } - if (!(light->Flags & LIGHT_POSITIONAL)) { + if (!(light->_Flags & LIGHT_POSITIONAL)) { /* VP (VP) = Normalize( Position ) */ - COPY_3V( light->VP_inf_norm, light->Position ); - NORMALIZE_3FV( light->VP_inf_norm ); + COPY_3V( light->_VP_inf_norm, light->_Position ); + NORMALIZE_3FV( light->_VP_inf_norm ); if (!ctx->Light.Model.LocalViewer) { - /* h_inf_norm = Normalize( V_to_P + <0,0,1> ) */ - ADD_3V( light->h_inf_norm, light->VP_inf_norm, ctx->EyeZDir); - NORMALIZE_3FV( light->h_inf_norm ); + /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */ + ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir); + NORMALIZE_3FV( light->_h_inf_norm ); } - light->VP_inf_spot_attenuation = 1.0; + light->_VP_inf_spot_attenuation = 1.0; } - if (light->Flags & LIGHT_SPOT) { - if (ctx->NeedEyeNormals) { - COPY_3V( light->NormDirection, light->EyeDirection ); + if (light->_Flags & LIGHT_SPOT) { + if (ctx->_NeedEyeNormals) { + COPY_3V( light->_NormDirection, light->EyeDirection ); } else { - TRANSFORM_NORMAL( light->NormDirection, + TRANSFORM_NORMAL( light->_NormDirection, light->EyeDirection, ctx->ModelView.m); } - NORMALIZE_3FV( light->NormDirection ); + NORMALIZE_3FV( light->_NormDirection ); /* Unlikely occurrance? */ - if (!(light->Flags & LIGHT_POSITIONAL)) { - GLfloat PV_dot_dir = - DOT3(light->VP_inf_norm, - light->NormDirection); + if (!(light->_Flags & LIGHT_POSITIONAL)) { + GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm, + light->_NormDirection); - if (PV_dot_dir > light->CosCutoff) { + if (PV_dot_dir > light->_CosCutoff) { double x = PV_dot_dir * (EXP_TABLE_SIZE-1); int k = (int) x; - light->VP_inf_spot_attenuation = - (light->SpotExpTable[k][0] + - (x-k)*light->SpotExpTable[k][1]); + light->_VP_inf_spot_attenuation = + (light->_SpotExpTable[k][0] + + (x-k)*light->_SpotExpTable[k][1]); } else { - light->VP_inf_spot_attenuation = 0; + light->_VP_inf_spot_attenuation = 0; } } } @@ -1373,10 +1373,10 @@ gl_compute_light_positions( GLcontext *ctx ) void gl_update_normal_transform( GLcontext *ctx ) { - ctx->vb_rescale_factor = 1.0; + ctx->_vb_rescale_factor = 1.0; - if (ctx->NeedEyeCoords) { - if (ctx->NeedNormals) { + if (ctx->_NeedEyeCoords) { + if (ctx->_NeedNormals) { GLuint transform = NORM_TRANSFORM_NO_ROT; if (ctx->ModelView.flags & (MAT_FLAG_GENERAL | @@ -1385,40 +1385,40 @@ gl_update_normal_transform( GLcontext *ctx ) MAT_FLAG_PERSPECTIVE)) transform = NORM_TRANSFORM; - ctx->vb_rescale_factor = ctx->rescale_factor; + ctx->_vb_rescale_factor = ctx->_rescale_factor; if (ctx->Transform.Normalize) { - ctx->NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE]; + ctx->_NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE]; } else if (ctx->Transform.RescaleNormals && - ctx->rescale_factor != 1.0) { - ctx->NormalTransform = gl_normal_tab[transform | NORM_RESCALE]; + ctx->_rescale_factor != 1.0) { + ctx->_NormalTransform = gl_normal_tab[transform | NORM_RESCALE]; } else { - ctx->NormalTransform = gl_normal_tab[transform]; + ctx->_NormalTransform = gl_normal_tab[transform]; } } else { - ctx->NormalTransform = 0; + ctx->_NormalTransform = 0; } } else { - if (ctx->NeedNormals) { - ctx->vb_rescale_factor = 1.0/ctx->rescale_factor; + if (ctx->_NeedNormals) { + ctx->_vb_rescale_factor = 1.0/ctx->_rescale_factor; if (ctx->Transform.Normalize) { - ctx->NormalTransform = gl_normal_tab[NORM_NORMALIZE]; + ctx->_NormalTransform = gl_normal_tab[NORM_NORMALIZE]; } else if (!ctx->Transform.RescaleNormals && - ctx->rescale_factor != 1.0) { - ctx->NormalTransform = gl_normal_tab[NORM_RESCALE]; + ctx->_rescale_factor != 1.0) { + ctx->_NormalTransform = gl_normal_tab[NORM_RESCALE]; } else { - ctx->NormalTransform = 0; + ctx->_NormalTransform = 0; } } else { - ctx->NormalTransform = 0; + ctx->_NormalTransform = 0; } } } |