glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
- if(!tex) return;
+ if (!tex) return;
glEnable(GL_TEXTURE_2D);
#ifdef MIPMAP
clear_gl_error();