private void PrepareState_Colors_3D(GpuStateStruct* GpuState)
{
//GL.EnableDisable(EnableCap.ColorMaterial, VertexType.Color != VertexTypeStruct.ColorEnum.Void);
//
//var Color = GpuState->LightingState.AmbientModelColor;
//var LightingState = &GpuState->LightingState;
//GL.Color4(&Color.Red);
//
//if (VertexType.Color != VertexTypeStruct.ColorEnum.Void && LightingState->Enabled)
//{
// var Flags = (ColorMaterialParameter)0;
// /*
// glMaterialfv(faces, GL_AMBIENT , [0.0f, 0.0f, 0.0f, 0.0f].ptr);
// glMaterialfv(faces, GL_DIFFUSE , [0.0f, 0.0f, 0.0f, 0.0f].ptr);
// glMaterialfv(faces, GL_SPECULAR, [0.0f, 0.0f, 0.0f, 0.0f].ptr);
// */
//
// var MaterialColorComponents = LightingState->MaterialColorComponents;
//
// if (MaterialColorComponents.HasFlag(LightComponentsSet.Ambient))
// {
// GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Ambient, &LightingState->AmbientModelColor.Red);
// }
//
// if (MaterialColorComponents.HasFlag(LightComponentsSet.Diffuse))
// {
// GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, &LightingState->DiffuseModelColor.Red);
// }
//
// if (MaterialColorComponents.HasFlag(LightComponentsSet.Specular))
// {
// GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Specular, &LightingState->SpecularModelColor.Red);
// }
//
// if (MaterialColorComponents.HasFlag(LightComponentsSet.AmbientAndDiffuse))
// {
// Flags = ColorMaterialParameter.AmbientAndDiffuse;
// }
// else if (MaterialColorComponents.HasFlag(LightComponentsSet.Ambient))
// {
// Flags = ColorMaterialParameter.Ambient;
// }
// else if (MaterialColorComponents.HasFlag(LightComponentsSet.Diffuse))
// {
// Flags = ColorMaterialParameter.Diffuse;
// }
// else if (MaterialColorComponents.HasFlag(LightComponentsSet.Specular))
// {
// Flags = ColorMaterialParameter.Specular;
// }
// else
// {
// //throw (new NotImplementedException("Error! : " + MaterialColorComponents));
// }
// //flags = GL_SPECULAR;
// if (Flags != 0)
// {
// GL.ColorMaterial(MaterialFace.FrontAndBack, Flags);
// }
// //glEnable(GL_COLOR_MATERIAL);
//}
//
//GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, &GpuState->LightingState.EmissiveModelColor.Red);
}