fix STATE_HALF_VECTOR value (bug 10987)

This commit is contained in:
Brian
2007-05-18 07:46:27 -06:00
parent 8452814ec6
commit 4fca6bfa5d

View File

@@ -1,6 +1,6 @@
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
* Version: 6.5.3 * Version: 7.0
* *
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
* *
@@ -121,17 +121,17 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
return; return;
case STATE_HALF_VECTOR: 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: /* Compute infinite half angle vector:
* half-vector = light_position + (0, 0, 1) * halfVector = normalize(normalize(lightPos) + (0, 0, 1))
* and then normalize. w = 0
*
* light.EyePosition.w should be 0 for infinite lights. * 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); NORMALIZE_3FV(value);
value[3] = 0; value[3] = 1.0;
} }
return; return;
case STATE_POSITION_NORMALIZED: case STATE_POSITION_NORMALIZED: