+ glEndList();
+ pp->poly_counts [pp->system_size-1] = mi->polygon_count;
+
+ if (reset_p)
+ break;
+ }
+}
+
+
+ENTRYPOINT void
+draw_pipes (ModeInfo * mi)
+{
+ pipesstruct *pp = &pipes[MI_SCREEN(mi)];
+ Display *display = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ Bool wire = MI_IS_WIREFRAME(mi);
+ int i = 0;
+
+ if (!pp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(pp->glx_context));
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glColor3f(1.0, 1.0, 1.0);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+
+ if (wire)
+ glDisable(GL_LIGHTING);
+ else
+ {
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ /* This looks crappy. */
+ /* glEnable(GL_LIGHT1); */
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+ }
+
+ glShadeModel(GL_SMOOTH);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+ glPushMatrix();