(void) new_state;
ctx->_NeedEyeCoords = GL_FALSE;
- if (ctx->_ForceEyeCoords ||
- (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
+ if ((ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
ctx->Point._Attenuated ||
ctx->Light._NeedEyeCoords)
ctx->_NeedEyeCoords = GL_TRUE;
}
-/**
- * Drivers may need this if the hardware tnl unit doesn't support the
- * light-in-modelspace optimization. It's also useful for debugging.
- */
-void
-_mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
-{
- ctx->_ForceEyeCoords = !flag;
- ctx->NewState |= _NEW_TNL_SPACES;
-}
-
-
-
/**********************************************************************/
/***** Initialization *****/
/**********************************************************************/
/* Miscellaneous */
ctx->Light._NeedEyeCoords = GL_FALSE;
ctx->_NeedEyeCoords = GL_FALSE;
- ctx->_ForceEyeCoords = GL_FALSE;
ctx->_ModelViewInvScale = 1.0;
ctx->_ModelViewInvScaleEyespace = 1.0;
}
GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
GLboolean _NeedEyeCoords;
- GLboolean _ForceEyeCoords;
GLuint TextureStateTimestamp; /**< detect changes to shared state */