struct gl_material Material;
GLboolean Enabled; /**< Lighting enabled flag */
+ GLboolean ColorMaterialEnabled;
+
GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
- GLboolean ColorMaterialEnabled;
- GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
- GLboolean _ClampVertexColor;
- struct gl_light EnabledList; /**< List sentinel */
+
+ GLboolean _ClampVertexColor;
+ GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
/**
* Derived state for optimizations:
/*@{*/
GLboolean _NeedEyeCoords;
GLboolean _NeedVertices; /**< Use fast shader? */
+ struct gl_light EnabledList; /**< List sentinel */
+
GLfloat _BaseColor[2][3];
/*@}*/
};