only compute separate specular if texturing really enabled

This commit is contained in:
Brian Paul
2001-01-29 22:10:24 +00:00
parent 407b487017
commit 184a575a00
+5 -3
View File
@@ -1,4 +1,4 @@
/* $Id: t_vb_light.c,v 1.5 2001/01/24 00:04:59 brianp Exp $ */
/* $Id: t_vb_light.c,v 1.6 2001/01/29 22:10:24 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -170,7 +170,8 @@ static GLboolean run_validate_lighting( GLcontext *ctx,
if (ctx->Visual.rgbMode) {
if (ctx->Light._NeedVertices) {
if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
ctx->Texture._ReallyEnabled)
tab = _tnl_light_spec_tab;
else
tab = _tnl_light_tab;
@@ -267,7 +268,8 @@ static void check_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage )
stage->inputs |= VERT_RGBA;
stage->outputs = VERT_RGBA;
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
ctx->Texture._ReallyEnabled)
stage->outputs |= VERT_SPEC_RGB;
}
}