These come into my GLSL vertex shader as gl_FrontMaterial.diffuse(ambient,specular)
The problem is that only the first glDrawElement call (glMaterialfv) materials are used even through the next 2 glDrawElements calls. If i reverse the order of the calls(and associated materials) then the first one is only used.
Any ideas why. Am I doing something wrong(most likely) or driver problem.
He didn’t mention he was interpolating the material properties, madman - he doesn’t mention fragment shaders at all. Sounds like he’s just doing simple lighting in a vertex shader.
Sounds a weird one, Joe.