func (p *Poly) Render() { if p.A != 0 { colbuf[0], colbuf[1], colbuf[2] = float32(p.R)/255, float32(p.G)/255, float32(p.B)/255 gl.Materialfv(gl.FRONT_AND_BACK, gl.AMBIENT_AND_DIFFUSE, (*gl.Float)(&(colbuf[0]))) Normal3f(p.normal[0], p.normal[1], p.normal[2]) for _, v := range p.vertex { Vertex3f(v[0], v[1], v[2]) } } }
func Custom(r, g, b, a gl.Float) { color := []gl.Float{r, g, b, a} gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, &color[0]) }
func Material(c []gl.Float) { gl.Materialfv(gl.FRONT, gl.AMBIENT_AND_DIFFUSE, &c[0]) }