I'm calling glMaterialfv()
before glDrawArrays()
and then I set everything back to default values but it doesn't seem to have any effect on my material. I know that glMaterial()
should be called between glBegin()
and glEnd()
so how do I do it without calling those functions?
Here's my rendering function:
glPushMatrix(); {
glScalef(scale.x, scale.y, scale.z);
glTranslatef(translate.x, translate.y, translate.z);
glRotatef(rot_angle, rotation.x, rotation.y, rotation.z);
glEnableClientState(GL_VERTEX_ARRAY);
//glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//glColorPointer(4, GL_FLOAT, 0, colors.data());
glVertexPointer(3, GL_FLOAT, 0, verts.data());
glNormalPointer(GL_FLOAT, 0, norms.data());
glTexCoordPointer(2, GL_FLOAT, 0, texcoords.data());
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient.data()); // set ambient to what is defined in scene
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse.data()); // set diffuse to what is defined in scene
glMaterialfv(GL_FRONT, GL_SPECULAR, specular.data()); // set specular to what is defined in scene
glMaterialfv(GL_FRONT, GL_EMISSION, emission.data()); // set emission to what is defined in scene
glMaterialfv(GL_FRONT, GL_SHININESS, shininess.data()); // set shininess to what is defined in scene
glColor4f(R, G, B, A);
glBindTexture(GL_TEXTURE_2D, *texture);
glDrawArrays(primitive, 0, verts.size() / 3);
glBindTexture(GL_TEXTURE_2D, NULL);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient_def); // set ambient to default values
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse_def); // set diffuse to default values
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_def); // set specular to default values
glMaterialfv(GL_FRONT, GL_EMISSION, emission_def); // set emission to default values
glMaterialfv(GL_FRONT, GL_SHININESS, shininess_def); // set shininess to default value
glDisableClientState(GL_VERTEX_ARRAY);
//glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} glPopMatrix();