diff options
Diffstat (limited to 'src/mesa/main/attrib.c')
-rw-r--r-- | src/mesa/main/attrib.c | 47 |
1 files changed, 32 insertions, 15 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c index f5b77e82a9d..fb15a5ba478 100644 --- a/src/mesa/main/attrib.c +++ b/src/mesa/main/attrib.c @@ -1077,22 +1077,39 @@ _mesa_PopAttrib(void) _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); for (i = 0; i < ctx->Const.MaxLights; i++) { - const struct gl_light *l = &light->Light[i]; + const struct gl_light *l = &light->Light[i]; _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); - _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); - _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); - _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); - _mesa_light(ctx, i, GL_POSITION, l->EyePosition); - _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); - _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent); - _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff); - _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, - &l->ConstantAttenuation); - _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, - &l->LinearAttenuation); - _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, - &l->QuadraticAttenuation); - } + _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); + _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); + _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); + _mesa_light(ctx, i, GL_POSITION, l->EyePosition); + _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection); + { + GLfloat p[4] = { 0 }; + p[0] = l->SpotExponent; + _mesa_light(ctx, i, GL_SPOT_EXPONENT, p); + } + { + GLfloat p[4] = { 0 }; + p[0] = l->SpotCutoff; + _mesa_light(ctx, i, GL_SPOT_CUTOFF, p); + } + { + GLfloat p[4] = { 0 }; + p[0] = l->ConstantAttenuation; + _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, p); + } + { + GLfloat p[4] = { 0 }; + p[0] = l->LinearAttenuation; + _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, p); + } + { + GLfloat p[4] = { 0 }; + p[0] = l->QuadraticAttenuation; + _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, p); + } + } /* light model */ _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, light->Model.Ambient); |