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Rev 601 Rev 608
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                glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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                glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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            }
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            }
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            else
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            else
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                glDisable(GL_TEXTURE_2D);
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                glDisable(GL_TEXTURE_2D);
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            glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Vec4f(material.ambient).get());
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            glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient);
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            glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Vec4f(material.diffuse).get());
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            glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
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            glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Vec4f(material.specular).get());
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            glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
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            glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
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            glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
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        }
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        }
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    }
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    }
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    void draw(const Geometry::IndexedFaceSet& geometry)
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    void draw(const Geometry::IndexedFaceSet& geometry)