+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ if( _enable_depth_test )
+ glDepthFunc(GL_ALWAYS);
+ else
+ glDisable(GL_DEPTH_TEST);
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->scene_diffuse());