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authorMathias Fröhlich <[email protected]>2012-02-29 18:19:34 +0100
committerMathias Fröhlich <[email protected]>2012-02-29 20:37:24 +0100
commit8e5bc6dd1dab61858ae34ed76c7b2cc3e90b7ad5 (patch)
tree1dcd77f6437d45cd9f5123b24ec1c0ba8c4a3824 /src/mesa
parent7793a63d3d3a0cf403b7f51dd3a72e4c37ebfb16 (diff)
mesa: Do not invalidate shine tables in compute light positions.
Since the shine tables are now only used in the tnl lighting stage, where they are validated through the tnl driver function NotifyMaterialChange called in tnl/t_vb_light.c, we can not omit calling _mesa_validate_all_lighting_tables (which only validates the shine tables) in main/light.c. Reviewed-by: Alex Deucher <[email protected]> Reviewed-by: Brian Paul <[email protected]> Signed-off-by: Mathias Froehlich <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/main/light.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c
index a120b12da71..f40e561a893 100644
--- a/src/mesa/main/light.c
+++ b/src/mesa/main/light.c
@@ -1052,9 +1052,6 @@ compute_light_positions( struct gl_context *ctx )
TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
}
- /* Make sure all the light tables are updated before the computation */
- _mesa_validate_all_lighting_tables(ctx);
-
foreach (light, &ctx->Light.EnabledList) {
if (ctx->_NeedEyeCoords) {