glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
}
void coin_push_text(int n)
glBindTexture(GL_TEXTURE_2D, coin_grdn);
else if (n == 150)
glBindTexture(GL_TEXTURE_2D, coin_grup);
- else
+ else
glBindTexture(GL_TEXTURE_2D, coin_text);
}