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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 15:48:20 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 15:48:20 +0000
commit56564957104fbeaa1ba41698275a28d18a194c29 (patch)
treed8d4b41d253a4332e553d5282a4761215b3b20a1 /src
parentaa6b6e1eb038fcc38057f81fdaa3f4225580a228 (diff)
Take shininess into account in shaders
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@222 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'src')
-rw-r--r--src/render.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render.c b/src/render.c
index 84de330..53d1716 100644
--- a/src/render.c
+++ b/src/render.c
@@ -267,7 +267,7 @@ static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderC
if ( p->attribs & ATTRIB_SHINY ) {
GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
- glMaterialf(GL_FRONT, GL_SHININESS, p->shininess); /* FIXME: Shader ignores this value */
+ glMaterialf(GL_FRONT, GL_SHININESS, p->shininess);
} else {
glMaterialfv(GL_FRONT, GL_SPECULAR, black);
}