double xsize, ysize;
// material properties
- GLfloat ambient[4], diffuse[4], specular[4], emissive[4];
+ GLfloat ambient[4], diffuse[4], specular[4], emission[4];
GLint texture_ptr;
public:
inline GLfloat *get_ambient() { return ambient; }
inline GLfloat *get_diffuse() { return diffuse; }
inline GLfloat *get_specular() { return specular; }
- inline GLfloat *get_emissive() { return emissive; }
+ inline GLfloat *get_emission() { return emission; }
};