glBindTextureEXT
( COMMON_TEXTURE );
glDepthFunc
( GL_LEQUAL );
glBlendFunc
( GL_ONE, GL_ZERO );
glMaterialfv
( { GL_AMBIENT, GL_DIFFUSE, GL_EMISSION }, values );
glMaterialfv
( GL_SPECULAR, BLACK* );
CulledDisplayList = DrawScene();
glBindTextureEXT
( ENVMAP );
glDepthFunc
( GL_EQUAL* );
glBlendFunc
( GL_ONE, GL_ONE* );
glMaterialfv
( { GL_AMBIENT, GL_DIFFUSE, GL_EMISSION }, BLACK* );
glMaterialfv
( GL_SPECULAR, value );
glMaterialf
( GL_SHININESS, exponent );
glCallList
( CulledDisplayList );