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Don't scale basealpha by 255 now it's a float.

tags/mesa_3_5
Keith Whitwell 24 years ago
parent
commit
0a716cdff8
1 changed files with 7 additions and 7 deletions
  1. 7
    7
      src/mesa/main/light.c

+ 7
- 7
src/mesa/main/light.c View File

@@ -1,4 +1,4 @@
/* $Id: light.c,v 1.43 2001/04/28 08:39:17 keithw Exp $ */
/* $Id: light.c,v 1.44 2001/05/09 12:24:51 keithw Exp $ */

/*
* Mesa 3-D graphics library
@@ -664,7 +664,7 @@ void _mesa_update_material( GLcontext *ctx,
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]);
ctx->Light._BaseAlpha[0] = CLAMP( mat->Diffuse[3], 0.0, 1.0 );
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
@@ -672,7 +672,7 @@ void _mesa_update_material( GLcontext *ctx,
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]);
ctx->Light._BaseAlpha[1] = CLAMP( mat->Diffuse[3], 0.0, 1.0 );
}

/* update material specular values */
@@ -801,7 +801,7 @@ void _mesa_update_color_material( GLcontext *ctx,
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]);
ctx->Light._BaseAlpha[0] = CLAMP( mat->Diffuse[3], 0.0, 1.0 );
}

if (bitmask & BACK_DIFFUSE_BIT) {
@@ -810,7 +810,7 @@ void _mesa_update_color_material( GLcontext *ctx,
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]);
ctx->Light._BaseAlpha[1] = CLAMP( mat->Diffuse[3], 0.0, 1.0 );
}

/* update light->_MatSpecular = light's specular * material's specular */
@@ -1217,8 +1217,8 @@ _mesa_update_lighting( GLcontext *ctx )
ctx->Light.Model.Ambient,
mat->Ambient);

UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[side],
ctx->Light.Material[side].Diffuse[3] );
ctx->Light._BaseAlpha[side] =
CLAMP( ctx->Light.Material[side].Diffuse[3], 0.0, 1.0 );
}

foreach (light, &ctx->Light.EnabledList) {

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