if light position is local, treat it as a homogeneous coord and divide by W (see bug 11009)

This commit is contained in:
Brian 2007-05-21 10:55:15 -06:00
parent d38b74a316
commit 724a155552
2 changed files with 10 additions and 2 deletions

View file

@ -39,6 +39,7 @@ TBD
<li>Specifying an invalid texture unit as a sampler could lead to a crash
<li>The GLX protocol request for glXDestroyPBuffer() was incorrect (bug 10983)
<li>ARB vp state.light[n].half value was incorrect (bug 10987)
<li>Fixed a positional light source bug (bug 11009)
</ul>

View file

@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
* Version: 6.5.3
* Version: 7.0
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -1117,6 +1117,13 @@ compute_light_positions( GLcontext *ctx )
}
light->_VP_inf_spot_attenuation = 1.0;
}
else {
/* positional light w/ homogeneous coordinate, divide by W */
GLfloat wInv = 1.0 / light->_Position[3];
light->_Position[0] *= wInv;
light->_Position[1] *= wInv;
light->_Position[2] *= wInv;
}
if (light->_Flags & LIGHT_SPOT) {
if (ctx->_NeedEyeCoords) {