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-rw-r--r--src/mesa/main/attrib.c2
-rw-r--r--src/mesa/main/light.c26
-rw-r--r--src/mesa/main/mtypes.h4
3 files changed, 16 insertions, 16 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c
index 1d2c4604884..d5d0a552dbf 100644
--- a/src/mesa/main/attrib.c
+++ b/src/mesa/main/attrib.c
@@ -1104,7 +1104,7 @@ _mesa_PopAttrib(void)
_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->EyeDirection);
+ _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,
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c
index f72841b8ccb..ac604fd12cc 100644
--- a/src/mesa/main/light.c
+++ b/src/mesa/main/light.c
@@ -110,10 +110,10 @@ _mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
break;
case GL_SPOT_DIRECTION:
/* NOTE: Direction already transformed by inverse ModelView! */
- if (TEST_EQ_3V(light->EyeDirection, params))
+ if (TEST_EQ_3V(light->SpotDirection, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
- COPY_3V(light->EyeDirection, params);
+ COPY_3V(light->SpotDirection, params);
break;
case GL_SPOT_EXPONENT:
ASSERT(params[0] >= 0.0);
@@ -325,7 +325,7 @@ _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
COPY_4V( params, ctx->Light.Light[l].EyePosition );
break;
case GL_SPOT_DIRECTION:
- COPY_3V( params, ctx->Light.Light[l].EyeDirection );
+ COPY_3V( params, ctx->Light.Light[l].SpotDirection );
break;
case GL_SPOT_EXPONENT:
params[0] = ctx->Light.Light[l].SpotExponent;
@@ -387,9 +387,9 @@ _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
break;
case GL_SPOT_DIRECTION:
- params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0];
- params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1];
- params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2];
+ params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
+ params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
+ params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
break;
case GL_SPOT_EXPONENT:
params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
@@ -1139,23 +1139,23 @@ compute_light_positions( GLcontext *ctx )
/* Note: we normalize the spot direction now */
if (ctx->_NeedEyeCoords) {
- COPY_3V( light->_NormDirection, light->EyeDirection );
- NORMALIZE_3FV( light->_NormDirection );
+ COPY_3V( light->_NormSpotDirection, light->SpotDirection );
+ NORMALIZE_3FV( light->_NormSpotDirection );
}
else {
GLfloat spotDir[3];
- COPY_3V(spotDir, light->EyeDirection);
+ COPY_3V(spotDir, light->SpotDirection);
NORMALIZE_3FV(spotDir);
- TRANSFORM_NORMAL( light->_NormDirection,
+ TRANSFORM_NORMAL( light->_NormSpotDirection,
spotDir,
ctx->ModelviewMatrixStack.Top->m);
}
- NORMALIZE_3FV( light->_NormDirection );
+ NORMALIZE_3FV( light->_NormSpotDirection );
if (!(light->_Flags & LIGHT_POSITIONAL)) {
GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
- light->_NormDirection);
+ light->_NormSpotDirection);
if (PV_dot_dir > light->_CosCutoff) {
double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
@@ -1279,7 +1279,7 @@ init_light( struct gl_light *l, GLuint n )
ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
}
ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
- ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
+ ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
l->SpotExponent = 0.0;
_mesa_invalidate_spot_exp_table( l );
l->SpotCutoff = 180.0;
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 10f0d067e33..3f315900000 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -460,7 +460,7 @@ struct gl_light
GLfloat Diffuse[4]; /**< diffuse color */
GLfloat Specular[4]; /**< specular color */
GLfloat EyePosition[4]; /**< position in eye coordinates */
- GLfloat EyeDirection[4]; /**< spotlight dir in eye coordinates */
+ GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
GLfloat SpotExponent;
GLfloat SpotCutoff; /**< in degrees */
GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
@@ -479,7 +479,7 @@ struct gl_light
GLfloat _Position[4]; /**< position in eye/obj coordinates */
GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
- GLfloat _NormDirection[4]; /**< normalized spotlight direction */
+ GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
GLfloat _VP_inf_spot_attenuation;
GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */