diff --git a/engines/grim/gfx_opengl.cpp b/engines/grim/gfx_opengl.cpp index d3e8d70bdb1..fab0496a20f 100644 --- a/engines/grim/gfx_opengl.cpp +++ b/engines/grim/gfx_opengl.cpp @@ -158,6 +158,8 @@ byte *GfxOpenGL::setupScreen(int screenW, int screenH, bool fullscreen) { GLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientSource); + GLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseReflectance); if (g_grim->getGameType() == GType_GRIM) { glPolygonOffset(-6.0, -6.0); diff --git a/engines/grim/gfx_tinygl.cpp b/engines/grim/gfx_tinygl.cpp index 9fc81907f4a..df45510ecd5 100644 --- a/engines/grim/gfx_tinygl.cpp +++ b/engines/grim/gfx_tinygl.cpp @@ -103,6 +103,8 @@ byte *GfxTinyGL::setupScreen(int screenW, int screenH, bool fullscreen) { TGLfloat ambientSource[] = { 0.0f, 0.0f, 0.0f, 1.0f }; tglLightModelfv(TGL_LIGHT_MODEL_AMBIENT, ambientSource); + TGLfloat diffuseReflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + tglMaterialfv(TGL_FRONT, TGL_DIFFUSE, diffuseReflectance); // we now generate a buffer (id 1), which we will use as a backing buffer, where the actors' clean buffers // will blit to. everu frame this will be blitted to screen, but the actors' buffers will be blitted to