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authorAndroid (Google) Code Review <android-gerrit@google.com>2009-06-03 15:07:26 -0700
committerAndroid (Google) Code Review <android-gerrit@google.com>2009-06-03 15:07:26 -0700
commit2216b95610ef86b39935adfb2ecad51da54ba9c6 (patch)
treea669e7724d8adb69cc6c15ba263601553d11cb57 /opengl
parentb5c7b39b839dafd3a172efe59900063c7c7f7c91 (diff)
parent50aba6d31d3ddd0c4dc13292822b7fabade2b6c3 (diff)
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Merge change 3013 into donut
* changes: fix a bug in GL lighting where the specular component could be ommited when vertex material was disabled.
Diffstat (limited to 'opengl')
-rw-r--r--opengl/libagl/light.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/opengl/libagl/light.cpp b/opengl/libagl/light.cpp
index 25c41d0..bc9449c 100644
--- a/opengl/libagl/light.cpp
+++ b/opengl/libagl/light.cpp
@@ -318,6 +318,11 @@ void lightVertexMaterial(ogles_context_t* c, vertex_t* v)
vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v);
vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v);
vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
+ // this is just a flag to tell if we have a specular component
+ l.implicitSpecular.v[3] =
+ l.implicitSpecular.r |
+ l.implicitSpecular.g |
+ l.implicitSpecular.b;
}
// emission and ambient for the whole scene
vmla3( c->lighting.implicitSceneEmissionAndAmbient.v,