-
- /* save GL_COLOR_MATERIAL, GL_COLOR_MATERIAL_FACE, etc.
- This stalls the pipeline, so it would be better to do this
- with explicit enable/disable calls, but I can't figure
- out how to undo the glEnable() and glColor() calls below!
- Simply calling glDisable(GL_COLOR_MATERIAL) is insufficient!
- */
- glPushAttrib (GL_LIGHTING_BIT);
- {
- glEnable (GL_COLOR_MATERIAL);
-
- glShadeModel(GL_SMOOTH);
- glBegin(GL_QUADS);
- glColor3f (bot[0], bot[1], bot[2]); glVertex3f (-1, -1, 1);
- glColor3f (bot[0], bot[1], bot[2]); glVertex3f ( 1, -1, 1);
- glColor3f (top[0], top[1], top[2]); glVertex3f ( 1, 1, 1);
- glColor3f (top[0], top[1], top[2]); glVertex3f (-1, 1, 1);
- glEnd();
- }
- glPopAttrib();
+ /* glRotatef(current_device_rotation(), 0, 0, 1); */
+
+# ifndef HAVE_JWZGLES
+ glShadeModel (GL_SMOOTH);
+# endif
+ glDisable (GL_LIGHTING);
+ glBegin (GL_QUADS);
+ glColor3fv (bot);
+ glVertex3f (-1, -1, 1); glVertex3f ( 1, -1, 1);
+ glColor3fv (top);
+ glVertex3f ( 1, 1, 1); glVertex3f (-1, 1, 1);
+ glEnd();
+ glEnable (GL_LIGHTING);
+
+ /* Need to reset this because jwzgles conflates color and material */
+ glColor3f (0.0, 0.1, 0.2);