specularColor.alpha should default to 1, not 0

This commit is contained in:
Brian 2007-04-21 15:56:10 -06:00
parent e5cf37c178
commit 112e1f2b5a

View file

@ -138,7 +138,7 @@ shade_rastpos(GLcontext *ctx,
COPY_3V(diffuseColor, base[0]);
diffuseColor[3] = CLAMP(
ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0);
foreach (light, &ctx->Light.EnabledList) {
GLfloat attenuation = 1.0;