In the case of colormaterial, the effected material attributes should already have been bound to point to the incoming color data, prior to running the pipeline. This function copies the vertex's color to the material attributes which are tracking glColor. It's called per-vertex in the lighting loop.
{
GLuint i;
for (i = 0 ; i < store->mat_count ; i++) {
/* update the material */COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
/* increment src vertex color pointer */STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
}
/* recompute derived light/material values */_mesa_update_material( ctx, store->mat_bitmask );
/* XXX we should only call this if we're tracking/changing the specular * exponent. */_mesa_validate_all_lighting_tables( ctx );
}
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