When you send a 4-float array to glLightfv with GL_POSITION, the fourth float indicates whether the light is
directional or positional. 1 is positional, 0 is directional.
However, mesa checks for this after it does a matrix transform on the float array, thus making pretty much any
light directional when it shouldn't be.
change the check for l->EyePosition[3] != 0.0f (line 108 light.c) to param[3] != 0.0f
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