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Apply color to ambient material property, too.
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@ -120,6 +120,7 @@ bool BlendFace::render(float alpha) {
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// apply material properties
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glm::vec4 diffuse = glm::vec4(mesh.diffuseColor, alpha);
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glm::vec4 specular = glm::vec4(mesh.specularColor, alpha);
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glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
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glMaterialf(GL_FRONT, GL_SHININESS, mesh.shininess);
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