#endif
}
+public void GLSetupLighting(bool enable)
+{
+#if defined(SHADERS)
+ shader_lighting(enable);
+#elif !defined(EM_MODE)
+ (enable ? glEnable : glDisable)(GL_LIGHTING);
+#endif
+}
// Non OpenGL ES friendly stuff
glEnable(GL_DEPTH_TEST);
-#if defined(SHADERS)
- shader_lighting(true);
-#elif !defined(EM_MODE)
- glEnable(GL_LIGHTING);
+ GLSetupLighting(true);
+#if !defined(EM_MODE) && !defined(SHADERS)
glShadeModel(GL_SMOOTH);
#endif
glDepthMask((byte)bool::true);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
+
GLSetupTexturing(false);
-#if defined(SHADERS)
- shader_lighting(false);
-#elif !defined(EM_MODE)
- glDisable(GL_LIGHTING);
+ GLSetupLighting(false);
+#if !defined(SHADERS) && !defined(EM_MODE)
glDisable(GL_FOG);
glShadeModel(GL_FLAT);
#endif