int drawFloorRecurse = 8;
/* Size of floor, from -n to n, floorSize must be divisible by squareSize */
-int floorSize = 300;
+int floorSize = 200;
float squareSize = 2;
/* Current camera x, y, z coords */
int lightMoving1 = 0, lightStartX1, lightStartY1;
/* Material types */
-GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
+GLfloat ambient[] = {0.1, 0.1, 0.1, 1.0};
GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};
GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat shine = 100.0;
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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