glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
glDisable (GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
glDisable (GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
polys += unit_sphere (32, 32, False);
glShadeModel(GL_FLAT);
glEnable (GL_TEXTURE_2D);
polys += unit_sphere (32, 32, False);
glShadeModel(GL_FLAT);
glEnable (GL_TEXTURE_2D);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);