+ case C3_LIGHT_TYPE: {
+ c3light_p l = (c3light_p)g;
+ GLuint lid = GL_LIGHT0 + (int)l->light_id;
+ if (l->color.specular.w > 0)
+ glLightfv(lid, GL_SPECULAR, l->color.specular.n);
+ if (l->color.ambiant.w > 0)
+ glLightfv(lid, GL_AMBIENT, l->color.ambiant.n);
+ } break;