wined3d: Load ModelView matrix for glLightfv calls.

Analogous to the light() function in state.c, the correct ModelView
matrix has to be loaded when glLightfv is called.
This commit is contained in:
Joachim Priesner 2015-04-11 17:16:52 +02:00 committed by Alexandre Julliard
parent 20aee0673d
commit 8fff427bc0
1 changed files with 7 additions and 0 deletions

View File

@ -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)))