glMaterialfv (GL_FRONT, GL_AMBIENT, VMaterialPre[4].Ambiente);
glMaterialfv (GL_FRONT, GL_DIFFUSE, VMaterialPre[4].Difuso);
glMaterialfv (GL_FRONT, GL_SPECULAR, VMaterialPre[4].Specular);
glMaterialf (GL_FRONT, GL_SHININESS, 100.0f);
int cara=80;
glMaterialf (GL_FRONT, GL_SHININESS, 100.0f);
glBegin(GL_QUADS);
glVertex3f((VVertice[VCaras[cara].A].x/50)-5,(VVertice[VCaras[cara].A].y/50)+5,(VVertice[VCaras[cara].A].z/50)+0.2);
glVertex3f((VVertice[VCaras[cara].A].x/50)+15, (VVertice[VCaras[cara].A].y/50)+5,(VVertice[VCaras[cara].A].z/50)+0.2);
glVertex3f((VVertice[VCaras[cara].A].x/50)+15, (VVertice[VCaras[cara].A].y/50)-5,(VVertice[VCaras[cara].A].z/50)+0.2);
glVertex3f((VVertice[VCaras[cara].A].x/50)-5,(VVertice[VCaras[cara].A].y/50)-5,(VVertice[VCaras[cara].A].z/50)+0.2);
glEnd();