.equals(specular))) {
.equals(specular) || refreshColorMaterial == CM_SPECULAR)) {
	public void apply() {        int face = getGLMaterialFace();                if (face != currentMaterialFace || currentColorMaterial != colorMaterial) {            if (colorMaterial == CM_NONE) {                GL11.glDisable(GL11.GL_COLOR_MATERIAL);            } else {                GL11.glColorMaterial(face, getGLColorMaterial());                GL11.glEnable(GL11.GL_COLOR_MATERIAL);            }            currentColorMaterial = colorMaterial;        }        		if (currentColorMaterial != CM_EMISSIVE                && (face != currentMaterialFace || !currentEmissive                        .equals(emissive))) {            colorArray[0] = emissive.r;			colorArray[1] = emissive.g;			colorArray[2] = emissive.b;			colorArray[3] = emissive.a;			buffer.clear();			buffer.put(colorArray);			buffer.flip();			GL11.glMaterial(face, GL11.GL_EMISSION, buffer);                        currentEmissive.set(emissive);		}        if ((currentColorMaterial != CM_AMBIENT && currentColorMaterial != CM_AMBIENT_AND_DIFFUSE)                && (face != currentMaterialFace || !currentAmbient                        .equals(ambient))) {			colorArray[0] = ambient.r;			colorArray[1] = ambient.g;			colorArray[2] = ambient.b;			colorArray[3] = ambient.a;			buffer.clear();			buffer.put(colorArray);			buffer.flip();			GL11.glMaterial(face, GL11.GL_AMBIENT, buffer);                        currentAmbient.set(ambient);		}        if ((currentColorMaterial != CM_DIFFUSE && currentColorMaterial != CM_AMBIENT_AND_DIFFUSE)                && (face != currentMaterialFace || !currentDiffuse                        .equals(diffuse))) {			colorArray[0] = diffuse.r;			colorArray[1] = diffuse.g;			colorArray[2] = diffuse.b;			colorArray[3] = diffuse.a;			buffer.clear();			buffer.put(colorArray);			buffer.flip();			GL11.glMaterial(face, GL11.GL_DIFFUSE, buffer);                        currentDiffuse.set(diffuse);		}        if (currentColorMaterial != CM_SPECULAR                && (face != currentMaterialFace || !currentSpecular                        .equals(specular))) {			colorArray[0] = specular.r;			colorArray[1] = specular.g;			colorArray[2] = specular.b;			colorArray[3] = specular.a;			buffer.clear();			buffer.put(colorArray);			buffer.flip();			GL11.glMaterial(face, GL11.GL_SPECULAR, buffer);                        currentSpecular.set(specular);		}		if (face != currentMaterialFace || currentShininess != shininess) {			GL11.glMaterialf(face, GL11.GL_SHININESS, shininess);                        currentShininess = shininess;		}                currentMaterialFace = face;	}