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