Why skip materials data in loadMaterials?

in CCBundle3D.cpp

bool Bundle3D::loadMaterialsBinary(MaterialDatas& materialdatas)
{
if (!seekToFirstType(BUNDLE_TYPE_MATERIAL))
return false;
unsigned int materialnum = 1;
_binaryReader.read(&materialnum, 4, 1);
for (unsigned int i = 0; i < materialnum; i++)
{
NMaterialData materialData;
materialData.id = _binaryReader.readString();

    // skip: diffuse(3), ambient(3), emissive(3), opacity(1), specular(3), shininess(1)

Why skip materials data(diffuse, ambient, emissive, opacity, specular, shininess) in loadMaterials?
How can I use these data?

I wondered same thing because I need specular effect. But my understanding is that cocos2d does not implement material as it was known in fixed pipeline opengl 1 (glMaterial*). If you want specular, emissive, ambient & diffuse effect then you need to write your own shader programs and model class that uses material data. There is CCMaterial class but it is basically just shader program.