Default openGL material had a tiny ambient set, causing black to be not

black really! :)
This commit is contained in:
Ton Roosendaal 2005-10-26 19:00:40 +00:00
parent 968423bf07
commit d5617f7f59

@ -230,13 +230,15 @@ void default_gl_light(void)
/* also called when render 'ogl' */
void init_gl_stuff(void)
{
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
float mat_shininess[] = { 35.0 };
/* float one= 1.0; */
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);