2015-04-11 17:16 GMT+02:00 Joachim Priesner joachim.priesner@web.de:
Analogous to the light() function in state.c, the correct ModelView matrix has to be loaded when glLightfv is called. The code to load/restore the matrix is copied from there.
dlls/wined3d/glsl_shader.c | 7 +++++++ 1 file changed, 7 insertions(+)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 1a1b6b0..2422982 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -7208,6 +7208,11 @@ void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
- /* Light settings are affected by the ModelView transform in OpenGL, the View transform in Direct3D. */
- gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
- gl_info->gl_ops.gl.p_glPushMatrix();
- gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
- for (k = 0; k < gl_info->limits.lights; ++k) { if (!(light = state->lights[k]))
@@ -7218,6 +7223,8 @@ void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d checkGLcall("glLightfv dirn"); }
- gl_info->gl_ops.gl.p_glPopMatrix();
- for (k = 0; k < gl_info->limits.clipplanes; ++k) { if (!isStateDirty(context, STATE_CLIPPLANE(k)))
-- 1.8.4.5
AFAICS this patch is correct. Thank you Joachim!