int drawFloorRecurse = 8;
/* Size of floor, from -n to n, floorSize must be divisible by squareSize */
-int floorSize = 400;
+int floorSize = 200;
float squareSize = 2;
/* Current camera x, y, z coords */
GLfloat lineLength = 10;
/* Light 0 parameters */
-GLfloat diffuse0[]={1.0, 0.0, 0.0, 1.0};
-GLfloat ambient0[]={1.0, 0.0, 0.0, 1.0};
-GLfloat specular0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat diffuse0[]={1.0, 0.0, 0.0, 0.1};
+GLfloat ambient0[]={1.0, 0.0, 0.0, 0.1};
+GLfloat specular0[]={1.0, 0.0, 0.0, 0.1};
GLfloat direction0[] = {0.0, 0.0, 0.0};
GLfloat lightPosition0[4];
GLfloat zoomFactor = 0.2, rotateFactor = 0.5;
/* Beginning width, height */
-int width = 500, height = 500;
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+int width = 500, height = 500;
+
+/* Texture state tracking */
+int currentGroundTexture = 0, currentMeshTexture = 0;
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