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author | Jason Wilkins <Jason.A.Wilkins@gmail.com> | 2012-05-04 11:23:50 +0400 |
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committer | Jason Wilkins <Jason.A.Wilkins@gmail.com> | 2012-05-04 11:23:50 +0400 |
commit | 0fcb7d813e4e043095a1d221f1d2c56759c28795 (patch) | |
tree | 46d748d37eac7de9590c943ec31f49de73890de5 /source/blender | |
parent | 4ea8c9ab38bc045dcd6ecb01104be18f119580d8 (diff) |
There is no GLenum called LIGHT_POSITION
There is an FAQ that mentions a mythical GL_LIGHT_POSITION, and lots of programmers speak of it, but this mythical creature does not exist!
The correct symbol is GL_POSITION
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/editors/space_view3d/drawmesh.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c index 524b66c852c..530b26d566a 100644 --- a/source/blender/editors/space_view3d/drawmesh.c +++ b/source/blender/editors/space_view3d/drawmesh.c @@ -387,7 +387,7 @@ static void draw_textured_end(void) glDisable(GL_CULL_FACE); /* XXX, bad patch - GPU_default_lights() calls - * glLightfv(GL_LIGHT_POSITION, ...) which + * glLightfv(GL_POSITION, ...) which * is transformed by the current matrix... we * need to make sure that matrix is identity. * |