- glLightfv(GL_LIGHT0, GL_AMBIENT, l0_ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_diffuse);
- glLightfv(GL_LIGHT0, GL_SPECULAR, l0_specular);
- glLightfv(GL_LIGHT0, GL_POSITION, l0_position);
- glLightfv(GL_LIGHT1, GL_AMBIENT, l1_ambient);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_diffuse);
- glLightfv(GL_LIGHT1, GL_SPECULAR, l1_specular);
- glLightfv(GL_LIGHT1, GL_POSITION, l1_position);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
+ if (!wire) {
+ glLightfv(GL_LIGHT0, GL_AMBIENT, l0_ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_diffuse);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, l0_specular);
+ glLightfv(GL_LIGHT0, GL_POSITION, l0_position);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, l1_ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_diffuse);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, l1_specular);
+ glLightfv(GL_LIGHT1, GL_POSITION, l1_position);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);