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authorBrian Paul <brianp@vmware.com>2009-04-03 10:08:20 -0600
committerBrian Paul <brianp@vmware.com>2009-04-03 10:09:28 -0600
commit7391ba1e9d81f15465059db25d1279eefdbeb1a9 (patch)
tree1dfac07d6d676a6a1618bb3cb80d53d5ab123d56 /src/mesa/tnl
parent650d147289014e8a98f65fbbcd1855b2a4f19d2f (diff)
mesa: rename some gl_light fields to be clearer
EyeDirection -> SpotDirection _NormDirection -> _NormSpotDirection
Diffstat (limited to 'src/mesa/tnl')
-rw-r--r--src/mesa/tnl/t_rasterpos.c2
-rw-r--r--src/mesa/tnl/t_vb_lighttmp.h6
2 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/tnl/t_rasterpos.c b/src/mesa/tnl/t_rasterpos.c
index 04fb1d8f8c..f1fdddf0f5 100644
--- a/src/mesa/tnl/t_rasterpos.c
+++ b/src/mesa/tnl/t_rasterpos.c
@@ -167,7 +167,7 @@ shade_rastpos(GLcontext *ctx,
light->QuadraticAttenuation));
if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
if (PV_dot_dir<light->_CosCutoff) {
continue;
diff --git a/src/mesa/tnl/t_vb_lighttmp.h b/src/mesa/tnl/t_vb_lighttmp.h
index a78f27761f..124ca3c74f 100644
--- a/src/mesa/tnl/t_vb_lighttmp.h
+++ b/src/mesa/tnl/t_vb_lighttmp.h
@@ -141,7 +141,7 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
/* spotlight attenuation */
if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
if (PV_dot_dir<light->_CosCutoff) {
continue; /* this light makes no contribution */
@@ -325,7 +325,7 @@ static void TAG(light_rgba)( GLcontext *ctx,
/* spotlight attenuation */
if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
if (PV_dot_dir<light->_CosCutoff) {
continue; /* this light makes no contribution */
@@ -721,7 +721,7 @@ static void TAG(light_ci)( GLcontext *ctx,
/* spotlight attenuation */
if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
if (PV_dot_dir < light->_CosCutoff) {
continue; /* this light makes no contribution */
}