texture_loaded = false;
}
textured->enable( GL_COLOR_MATERIAL );
+#if 0
textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+#else
+ textured->setMaterial ( GL_AMBIENT,
+ ambient[0], ambient[1],
+ ambient[2], ambient[3] ) ;
+ textured->setMaterial ( GL_DIFFUSE,
+ diffuse[0], diffuse[1],
+ diffuse[2], diffuse[3] ) ;
+ textured->setMaterial ( GL_SPECULAR,
+ specular[0], specular[1],
+ specular[2], specular[3] ) ;
+ textured->setMaterial ( GL_EMISSION,
+ emission[0], emission[1],
+ emission[2], emission[3] ) ;
+#endif
// Set up the coloured state
nontextured->enable( GL_LIGHTING );