material state after channel draw callback

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Richard Rabbitz (rrabbitz++at++motown.lmco.com)
Fri, 29 Aug 1997 10:28:45 -0400


Hi Performers,

We have an application where we need to customize channel drawing to include
some OpenGL calls. When we enter the draw callback we draw the scene graph
(which renders correctly), but then we try to set the material using
the calls:

   GLfloat shininess[] = {110.0F};
   GLfloat specular[] = {0.5F, 0.5F, 0.5F, 1.0F}; /* Highlights */
   GLfloat mat_diffuse[] = {0.0F, 1.0F, 0.0F, 1.0F}; /* Material color */

   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
   glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
   glMaterialfv(GL_FRONT, GL_SHININESS, shininess);

These calls do not seem to change the material state. My question is
what is the best way to set the material state in OpenGL during a
drawing callback?

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