mesa: Do not invalidate shine tables in compute light positions.

Since the shine tables are now only used in the tnl lighting stage, where
they are validated through the tnl driver function NotifyMaterialChange
called in tnl/t_vb_light.c, we can not omit calling
_mesa_validate_all_lighting_tables (which only validates the shine tables)
in main/light.c.

Reviewed-by: Alex Deucher <alexdeucher@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Froehlich <Mathias.Froehlich@web.de>
This commit is contained in:
Mathias Fröhlich 2012-02-29 18:19:34 +01:00
parent 7793a63d3d
commit 8e5bc6dd1d
1 changed files with 0 additions and 3 deletions

View File

@ -1052,9 +1052,6 @@ compute_light_positions( struct gl_context *ctx )
TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
}
/* Make sure all the light tables are updated before the computation */
_mesa_validate_all_lighting_tables(ctx);
foreach (light, &ctx->Light.EnabledList) {
if (ctx->_NeedEyeCoords) {