sig
type material_mode =
GL_AMBIENT of (float * float * float * float)
| GL_DIFFUSE of (float * float * float * float)
| GL_SPECULAR of (float * float * float * float)
| GL_EMISSION of (float * float * float * float)
| GL_SHININESS of float
| GL_AMBIENT_AND_DIFFUSE of (float * float * float * float)
| GL_COLOR_INDEXES of (int * int * int)
end