- /* Set the shading model to smooth (Gouraud shading). */
- glShadeModel (GL_SMOOTH);
-
- /* Set the clear color. */
- glClearColor( 0, 0, 0, 0 );
-
- glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambientLight);
- glLightfv (GL_LIGHT0, GL_AMBIENT, whiteLight0);
- glLightfv (GL_LIGHT0, GL_DIFFUSE, sourceLight0);
- glLightfv (GL_LIGHT0, GL_SPECULAR, specularLight0);
- glLightfv (GL_LIGHT0, GL_POSITION, lightPos0);
- glEnable (GL_LIGHT0);
- glLightfv (GL_LIGHT1, GL_AMBIENT, whiteLight1);
- glLightfv (GL_LIGHT1, GL_DIFFUSE, sourceLight1);
- glLightfv (GL_LIGHT1, GL_SPECULAR, specularLight1);
- glLightfv (GL_LIGHT1, GL_POSITION, lightPos1);
- glEnable (GL_LIGHT1);
- glEnable (GL_LIGHTING);
-
- /* Enable color tracking */
- glEnable (GL_COLOR_MATERIAL);
-
- /* Set Material properties to follow glColor values */
- glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
-
- /* Set all materials to have specular reflectivity */
- glMaterialfv (GL_FRONT, GL_SPECULAR, specref);
- glMateriali (GL_FRONT, GL_SHININESS, 32);
-
- /* Let GL implementation scale normal vectors. */
- glEnable (GL_NORMALIZE);
-
- /* Enable Arrays */
- if (load_textures)
+ /* Set the shading model to smooth (Gouraud shading). */
+ glShadeModel (GL_SMOOTH);
+
+ glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambientLight);
+ glLightfv (GL_LIGHT0, GL_AMBIENT, whiteLight0);
+ glLightfv (GL_LIGHT0, GL_DIFFUSE, sourceLight0);
+ glLightfv (GL_LIGHT0, GL_SPECULAR, specularLight0);
+ glLightfv (GL_LIGHT0, GL_POSITION, lightPos0);
+ glEnable (GL_LIGHT0);
+ glLightfv (GL_LIGHT1, GL_AMBIENT, whiteLight1);
+ glLightfv (GL_LIGHT1, GL_DIFFUSE, sourceLight1);
+ glLightfv (GL_LIGHT1, GL_SPECULAR, specularLight1);
+ glLightfv (GL_LIGHT1, GL_POSITION, lightPos1);
+ glEnable (GL_LIGHT1);
+ glEnable (GL_LIGHTING);
+
+ /* Enable color tracking */
+ glEnable (GL_COLOR_MATERIAL);
+
+ /* Set Material properties to follow glColor values */
+ glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
+
+ /* Set all materials to have specular reflectivity */
+ glMaterialfv (GL_FRONT, GL_SPECULAR, specref);
+ glMateriali (GL_FRONT, GL_SHININESS, 32);
+
+ /* Let GL implementation scale normal vectors. */
+ glEnable (GL_NORMALIZE);
+
+ /* Enable Arrays */
+ if (load_textures)