Lines Matching refs:light
3834 const struct wined3d_light_info *light = NULL;
3837 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3838 * NOTE: We have to reset the positions even if the light/plane is not currently
3848 /* Reset lights. TODO: Call light apply func */
3851 light = stateblock->activeLights[k];
3852 if(!light) continue;
3853 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3855 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
4712 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4815 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
5099 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5100 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5101 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5102 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5103 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5104 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5105 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5106 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },