glMaterial
NAME
glMaterialf, glMateriali, glMaterialfv, glMaterialiv -
specify material parameters for the lighting model
C SPECIFICATION
void glMaterialf(GLenum face,
GLenum pname,
GLfloat param)
void glMateriali(GLenum face,
GLenum pname,
GLint param)
PARAMETERS
face
| Specifies which face or faces are being updated.
Must be one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.
|
pname
| Specifies the single-valued material parameter of
the face or faces that is being updated. Must be GL_SHININESS.
|
param
| Specifies the value that parameter GL_SHININESS will
be set to.
|
C SPECIFICATION
void glMaterialfv(GLenum face,
GLenum pname,
const GLfloat *params)
void glMaterialiv(GLenum face,
GLenum pname,
const GLint *params)
PARAMETERS
face
| Specifies which face or faces are being updated. Must
be one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.
|
pname
| Specifies the material parameter of the face or faces
that is being updated. Must be one of GL_AMBIENT, GL_DIFFUSE,
GL_SPECULAR, GL_EMISSION, GL_SHININESS, GL_AMBIENT_AND_DIFFUSE, or
GL_COLOR_INDEXES.
|
params
| Specifies a pointer to the value or values that pname
will be set to.
|
DESCRIPTION
glMaterial assigns values to material parameters. There are
two matched sets of material parameters. One, the front-facing set, is
used to shade points, lines, bitmaps, and all polygons (when two-sided
lighting is disabled), or just front-facing polygons (when two-sided
lighting is enabled). The other set, back-facing, is used to shade
back-facing polygons only when two-sided lighting is enabled. Refer to
the glLightModel reference page for details
concerning one-and two-sided lighting calculations.
glMaterial takes three arguments. The first, face,
specifies whether the GL_FRONT materials, the GL_BACK
materials, or both GL_FRONT_AND_BACK materials will be
modified. The second, pname, specifies which of several
parameters in one or both sets will be modified. The third,
params, specifies what value or values will be assigned to
the specified parameter.
Material parameters are used in the lighting equation that
is optionally applied to each vertex. The equation is
discussed in the glLightModel reference page.
The parameters that can be specified using glMaterial, and their
interpretations by the lighting equation, are as follows:
- GL_AMBIENT
-
params contains four integer or floating-point values that
specify the ambient RGBA reflectance of the material. Integer values are
mapped linearly such that the most positive representable value maps to
1.0, and the most negative representable value maps to -1.0.
Floating-point values are mapped directly. Neither integer nor
floating-point values are clamped. The initial ambient reflectance for
both front- and back-facing materials is (0.2,0.2,0.2,1.0).
- GL_DIFFUSE
-
params contains four integer or floating-point values that specify
the diffuse RGBA reflectance of the material. Integer values are mapped
linearly such that the most positive representable value maps to 1.0, and
the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are
clamped. The initial diffuse reflectance for both front- and back-facing
materials is (0.8,0.8,0.8,1.0).
- GL_SPECULAR
-
params contains four integer or floating-point values that specify the
specular RGBA reflectance of the material. Integer values are mapped
linearly such that the most positive representable value maps to 1.0, and
the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are
clamped. The initial specular reflectance for both front- and back-facing
materials is (0,0,0,1).
- GL_EMISSION
-
params contains four integer or floating-point values that specify
the RGBA emitted light intensity of the material. Integer values are
mapped linearly such that the most positive representable value maps to
1.0, and the most negative representable value maps to -1.0.
Floating-point values are mapped directly. Neither integer nor
floating-point values are clamped. The initial emission intensity for
both front- and back-facing materials is (0,0,0,1).
- GL_SHININESS
-
params is a single integer or floating-point value that specifies
the RGBA specular exponent of the material. Integer and floating-point
values are mapped directly. Only values in the range [0,128]
are accepted. The initial specular exponent for both front- and
back-facing materials is 0.
- GL_AMBIENT_AND_DIFFUSE
-
Equivalent to calling glMaterial twice with the same parameter
values, once with GL_AMBIENT and once with GL_DIFFUSE.
- GL_COLOR_INDEXES
-
params contains three integer or floating-point values specifying
the color indices for ambient, diffuse, and specular lighting. These
three values, and GL_SHININESS, are the only material values used
by the color index mode lighting equation. Refer to the
glLightModel reference page for a
discussion of color index lighting.
NOTES
The material parameters can be updated at any time. In
particular, glMaterial can be called between a call to
glBegin and the corresponding call to
glEnd. If only a single material parameter is to be
changed per vertex, however, glColorMaterial
is preferred over glMaterial (see
glColorMaterial).
ERRORS
GL_INVALID_ENUM is generated if either face or pname is not
an accepted value.
GL_INVALID_VALUE is generated if a specular exponent outside
the range [0,128] is specified.
ASSOCIATED GETS
glGetMaterial
SEE ALSO
glColorMaterial,
glLight,
glLightModel