summaryrefslogtreecommitdiff
path: root/src/mesa/main
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/attrib.c47
1 files changed, 32 insertions, 15 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c
index 246c5521b7..a14f71c330 100644
--- a/src/mesa/main/attrib.c
+++ b/src/mesa/main/attrib.c
@@ -1043,22 +1043,39 @@ _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);