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bovinedragon

Lighting + Color

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Or the simpliest way is to use parameter glMaterialf (or glMaterialfv)!
There are few types of material:
glMaterialfv(first parameter, second parameter, float variable[]);
first parameter can be GL_FRONT (just front faces directing to light), GL_BACK (just back faces) or GL_FRONT_AND_BACK (front and back faces)
second parameter can be GL_DIFFUSE, GL_SPECULAR, GL_EMISSION, GL_AMBIENT and GL_SHININESS (but if you write shininess, next value must be just one float! and it's written by glMaterialf (NOT glMaterialfv), another parameters-> 4 floats in variable).

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