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- 1. Conseguir figura 2 con 2 instrucciones (focal)
- glMaterialfv (GL_FRONT, GL_SPECULAR, BLANCO );
- glMaterialf (GL_FRONT, GL_SHININESS, 50);
- 2. Conseguir figura 3 sin que cambie si movemos la cámara (luz ambiental?)
- 3. Con el código 3 y la figura 4, conseguir figura 5.
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