Don't scale basealpha by 255 now it's a float.
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@@ -1,4 +1,4 @@
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/* $Id: light.c,v 1.43 2001/04/28 08:39:17 keithw Exp $ */
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/* $Id: light.c,v 1.44 2001/05/09 12:24:51 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -664,7 +664,7 @@ void _mesa_update_material( GLcontext *ctx,
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foreach (light, list) {
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SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
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}
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UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]);
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ctx->Light._BaseAlpha[0] = CLAMP( mat->Diffuse[3], 0.0, 1.0 );
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}
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if (bitmask & BACK_DIFFUSE_BIT) {
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struct gl_material *mat = &ctx->Light.Material[1];
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@@ -672,7 +672,7 @@ void _mesa_update_material( GLcontext *ctx,
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foreach (light, list) {
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SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
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}
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UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]);
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ctx->Light._BaseAlpha[1] = CLAMP( mat->Diffuse[3], 0.0, 1.0 );
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}
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/* update material specular values */
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@@ -801,7 +801,7 @@ void _mesa_update_color_material( GLcontext *ctx,
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foreach (light, list) {
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SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
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}
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UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]);
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ctx->Light._BaseAlpha[0] = CLAMP( mat->Diffuse[3], 0.0, 1.0 );
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}
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if (bitmask & BACK_DIFFUSE_BIT) {
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@@ -810,7 +810,7 @@ void _mesa_update_color_material( GLcontext *ctx,
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foreach (light, list) {
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SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
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}
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UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]);
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ctx->Light._BaseAlpha[1] = CLAMP( mat->Diffuse[3], 0.0, 1.0 );
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}
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/* update light->_MatSpecular = light's specular * material's specular */
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@@ -1217,8 +1217,8 @@ _mesa_update_lighting( GLcontext *ctx )
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ctx->Light.Model.Ambient,
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mat->Ambient);
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UNCLAMPED_FLOAT_TO_CHAN(ctx->Light._BaseAlpha[side],
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ctx->Light.Material[side].Diffuse[3] );
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ctx->Light._BaseAlpha[side] =
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CLAMP( ctx->Light.Material[side].Diffuse[3], 0.0, 1.0 );
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}
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foreach (light, &ctx->Light.EnabledList) {
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