if (tobyte(mp_base->h[0]) != tobyte(mq_base->h[0]))
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mp_base->h);
- /* Enable ball shadow. */
+ /* Ball shadow. */
if ((mp_base->fl & M_SHADOWED) && !(mq_base->fl & M_SHADOWED))
{
shad_draw_set();
}
- /* Disable ball shadow. */
-
if (!(mp_base->fl & M_SHADOWED) && (mq_base->fl & M_SHADOWED))
{
shad_draw_clr();
}
- /* Enable environment mapping. */
+ /* Environment mapping. */
if ((mp_base->fl & M_ENVIRONMENT) && !(mq_base->fl & M_ENVIRONMENT))
{
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
}
- /* Disable environment mapping. */
-
if ((mq_base->fl & M_ENVIRONMENT) && !(mp_base->fl & M_ENVIRONMENT))
{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
- /* Enable additive blending. */
+ /* Additive blending. */
if ((mp_base->fl & M_ADDITIVE) && !(mq_base->fl & M_ADDITIVE))
glBlendFunc(GL_ONE, GL_ONE);
- /* Enable standard blending. */
-
if ((mq_base->fl & M_ADDITIVE) && !(mp_base->fl & M_ADDITIVE))
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- /* Enable visibility-from-behind. */
+ /* Visibility-from-behind. */
if ((mp_base->fl & M_TWO_SIDED) && !(mq_base->fl & M_TWO_SIDED))
{
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
}
- /* Disable visibility-from-behind. */
-
if ((mq_base->fl & M_TWO_SIDED) && !(mp_base->fl & M_TWO_SIDED))
{
glEnable(GL_CULL_FACE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
}
- /* Enable decal offset. */
+ /* Decal offset. */
if ((mp_base->fl & M_DECAL) && !(mq_base->fl & M_DECAL))
{
glPolygonOffset(-1.0f, -2.0f);
}
- /* Disable decal offset. */
-
if ((mq_base->fl & M_DECAL) && !(mp_base->fl & M_DECAL))
glDisable(GL_POLYGON_OFFSET_FILL);