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GLMATERIAL(3G)                                                  GLMATERIAL(3G)

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, spec-
       ifies 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 option-
       ally 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 val-
                           ues 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 materi-
                           als is (0.2, 0.2, 0.2, 1.0).

       GL_DIFFUSE          params contains four integer or floating-point val-
                           ues  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 materi-
                           als is (0.8, 0.8, 0.8, 1.0).

       GL_SPECULAR         params contains four integer or floating-point val-
                           ues 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 materi-
                           als is (0, 0, 0, 1).

       GL_EMISSION         params contains four integer or floating-point val-
                           ues  that  specify the RGBA emitted light intensity
                           of the material.  Integer values  are  mapped  lin-
                           early  such  that  the  most positive representable
                           value maps to 1.0, and  the  most  negative  repre-
                           sentable 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  val-
                           ues, and GL_SHININESS, are the only material values
                           used by the color  index  mode  lighting  equation.
                           Refer to the glLightModel reference page for a dis-
                           cussion 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 correspond-
       ing call to glEnd.  If only  a  single  material  parameter  is  to  be
       changed   per   vertex,  however,  glColorMaterial  is  preferred  over
       glMaterial (see glColorMaterial).

       While the ambient, diffuse, specular and emission  material  parameters
       all  have alpha components, only the diffuse alpha component is used in
       the lighting computation.

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(3G), glLight(3G), glLightModel(3G)

                                                                GLMATERIAL(3G)

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