[Mesa-dev] [PATCH 6/7] mesa: Do not invalidate shine tables in compute light positions.

Mathias Fröhlich Mathias.Froehlich at gmx.net
Wed Feb 29 10:47:27 PST 2012


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.

Signed-off-by: Mathias Froehlich <Mathias.Froehlich at web.de>
---
 src/mesa/main/light.c |    3 ---
 1 files changed, 0 insertions(+), 3 deletions(-)

diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c
index a120b12..f40e561 100644
--- a/src/mesa/main/light.c
+++ b/src/mesa/main/light.c
@@ -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) {
-- 
1.7.7.6


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