only compute separate specular if texturing really enabled
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@@ -1,4 +1,4 @@
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/* $Id: t_vb_light.c,v 1.5 2001/01/24 00:04:59 brianp Exp $ */
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/* $Id: t_vb_light.c,v 1.6 2001/01/29 22:10:24 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -170,7 +170,8 @@ static GLboolean run_validate_lighting( GLcontext *ctx,
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if (ctx->Visual.rgbMode) {
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if (ctx->Light._NeedVertices) {
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if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
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if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
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ctx->Texture._ReallyEnabled)
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tab = _tnl_light_spec_tab;
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else
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tab = _tnl_light_tab;
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@@ -267,7 +268,8 @@ static void check_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage )
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stage->inputs |= VERT_RGBA;
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stage->outputs = VERT_RGBA;
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if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
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if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
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ctx->Texture._ReallyEnabled)
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stage->outputs |= VERT_SPEC_RGB;
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}
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}
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