- glClearColor(glb_config.bg_colour[0],
- glb_config.bg_colour[1],
- glb_config.bg_colour[2],
- glb_config.bg_colour[3]);
-
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, glb_config.bubble_colour);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, glb_config.bubble_colour);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse[2]);
glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular[2]);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse[2]);
glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular[2]);
- if ((b[i] = glb_bubble_new(x, y, z, size, speed, scale_incr)) == 0) {
+ if ((b[i] = glb_bubble_new(c->d, x, y, z, size, speed, scale_incr)) == 0) {
/* Has the bubble reached the top of the screen? */
if (glb_bubble_get_y(b) >= glb_config.screen_top) {
/* Has the bubble reached the top of the screen? */
if (glb_bubble_get_y(b) >= glb_config.screen_top) {