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authorBrian <brian@yutani.localnet.net>2007-05-18 07:46:27 -0600
committerBrian <brian@yutani.localnet.net>2007-05-18 07:46:27 -0600
commit4fca6bfa5d211a093c54b0bbeadaa38081e8c141 (patch)
tree29e8e233386a5bcfa3c14168828aaca31801d2e5
parent8452814ec6f536fc4177e6c34ff5b8b6d3102a3a (diff)
fix STATE_HALF_VECTOR value (bug 10987)
-rw-r--r--src/mesa/shader/prog_statevars.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/mesa/shader/prog_statevars.c b/src/mesa/shader/prog_statevars.c
index 953fbb9b9f..975a617ac8 100644
--- a/src/mesa/shader/prog_statevars.c
+++ b/src/mesa/shader/prog_statevars.c
@@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.0
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
@@ -121,17 +121,17 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
return;
case STATE_HALF_VECTOR:
{
- GLfloat eye_z[] = {0, 0, 1};
-
+ static const GLfloat eye_z[] = {0, 0, 1};
+ GLfloat p[3];
/* Compute infinite half angle vector:
- * half-vector = light_position + (0, 0, 1)
- * and then normalize. w = 0
- *
+ * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
* light.EyePosition.w should be 0 for infinite lights.
*/
- ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
+ COPY_3V(p, ctx->Light.Light[ln].EyePosition);
+ NORMALIZE_3FV(p);
+ ADD_3V(value, p, eye_z);
NORMALIZE_3FV(value);
- value[3] = 0;
+ value[3] = 1.0;
}
return;
case STATE_POSITION_NORMALIZED: