Commit 07a37507 authored by dok666's avatar dok666
Browse files

Reverted forced eye coords hack in run_vertex_stage.

Force eye coords in _mesa_update_tnl_spaces. Need to find out why eye
coords aren't used where they are needed, e.g. chromium's title screen.
parent e750ce4e
/* $Id: light.c,v 1.54.4.2 2003/03/21 11:35:18 keithw Exp $ */
/* $Id: light.c,v 1.54.4.2.4.1 2003/05/26 13:49:58 dok666 Exp $ */
/*
* Mesa 3-D graphics library
......@@ -1324,7 +1324,7 @@ void _mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state )
ctx->Point._Attenuated ||
(ctx->Light.Enabled &&
!TEST_MAT_FLAGS( ctx->ModelviewMatrixStack.Top,
MAT_FLAGS_LENGTH_PRESERVING)));
MAT_FLAGS_LENGTH_PRESERVING))) | NEED_EYE_LIGHT;
/* Check if the truth-value interpretations of the bitfields have
* changed:
......
/* $Id: t_vb_vertex.c,v 1.17.8.1 2003/05/06 00:01:41 dok666 Exp $ */
/* $Id: t_vb_vertex.c,v 1.17.8.2 2003/05/26 13:49:59 dok666 Exp $ */
/*
* Mesa 3-D graphics library
......@@ -141,7 +141,7 @@ static GLboolean run_vertex_stage( GLcontext *ctx,
if (stage->changed_inputs) {
if (1||ctx->_NeedEyeCoords) {
if (ctx->_NeedEyeCoords) {
/* Separate modelview transformation:
* Use combined ModelProject to avoid some depth artifacts
*/
......
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