/* per-light state */
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top))
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
-
+
for (i = 0; i < MAX_LIGHTS; i++) {
GLenum lgt = (GLenum) (GL_LIGHT0 + i);
const struct gl_light *l = &light->Light[i];
_mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
_mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
_mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
- _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
+ _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
&l->ConstantAttenuation );
- _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
+ _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
&l->LinearAttenuation );
- _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
+ _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
&l->QuadraticAttenuation );
}
/* light model */