- if(mask&AMBIENT)
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r);
- if(mask&DIFFUSE)
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r);
- if(mask&SPECULAR)
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r);
- if(mask&EMISSION)
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &emission.r);
- if(mask&SHININESS)
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
-}
-
-void Material::set_ambient(const Color &a)
-{
- ambient = a;
- update_parameter(AMBIENT);
-}
-
-void Material::set_diffuse(const Color &d)
-{
- diffuse = d;
- update_parameter(DIFFUSE);
-}
-
-void Material::set_specular(const Color &s)
-{
- specular = s;
- update_parameter(SPECULAR);
-}