110         assert(w_color == 3);
 
  166         for( 
size_t i = 0; i < 3 * o.
m_numFaces; ++i )
 
  178         float ambient_color[] = {r, g, b};
 
  179         float diffuse_color[] = {0.45f * r, 0.5f * g, 0.55f * b};
 
  181         float specular_color[] = {0.1f, 0.15f, 0.1f};
 
  182         float shine[] = {0.1f};
 
  184         glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient_color);
 
  185         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse_color);
 
  186         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular_color);
 
  187         glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shine);
 
  212         glDisable(GL_LIGHTING);
 
  213         glDisable(GL_TEXTURE_2D);
 
  214         glColor3f(0.0, 0.0, 0.0);
 
  218             size_t index = 3 * i;
 
  220             int b = 3 * 
m_faces[index + 1];
 
  221             int c = 3 * 
m_faces[index + 2];
 
  222             glBegin(GL_TRIANGLES);
 
  229         glEnable(GL_LIGHTING);
 
  230         glEnable(GL_TEXTURE_2D);
 
  244                 glEnableClientState(GL_VERTEX_ARRAY);
 
  245                 glEnableClientState(GL_NORMAL_ARRAY);
 
  246                 glEnableClientState(GL_COLOR_ARRAY);
 
  251                 glEnable(GL_LIGHTING);
 
  252                 glEnable(GL_COLOR_MATERIAL);
 
  257                 glVertexPointer( 3, GL_FLOAT, 0, 
m_vertices.get() );
 
  259                 glColorPointer( 3, GL_UNSIGNED_BYTE, 0, 
m_colors.get() );
 
  262                 glDrawElements(GL_TRIANGLES, (GLsizei)3 * 
m_numFaces, GL_UNSIGNED_INT, 
m_faces.get());
 
  291         glDisable(GL_LIGHTING);
 
  292         glColor3f(1.0, 1.0, 0.0);
 
  293         glRasterPos3f(v.
x, v.
y, v.
z);
 
  294         for(
int i = 0; i < 
Name().size(); i++)
 
  298         glEnable(GL_LIGHTING);
 
  316         size_t a, b, c, buffer_pos;
 
  331                 b = 
m_faces[buffer_pos + 1] * 3;
 
  332                 c = 
m_faces[buffer_pos + 2] * 3;