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Clamp shininess to 0 to avoid a GL error when negative shininess was entered
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@ -6428,7 +6428,7 @@ do_issue_material() {
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call_glMaterialfv(face, GL_SPECULAR, material->get_specular());
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call_glMaterialfv(face, GL_EMISSION, material->get_emission());
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glMaterialf(face, GL_SHININESS, min(material->get_shininess(), (PN_stdfloat)128.0));
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glMaterialf(face, GL_SHININESS, max(min(material->get_shininess(), (PN_stdfloat)128), (PN_stdfloat)0));
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if (material->has_ambient() && material->has_diffuse()) {
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// The material has both an ambient and diffuse specified. This
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