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GLMATERIAL(3G)			 OpenGL Manual			GLMATERIAL(3G)

NAME
       glMaterial - 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()).

       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(), glLight(), glLightModel()

COPYRIGHT
       Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed
       under the SGI Free Software B License. For details, see
       http://oss.sgi.com/projects/FreeB/.

AUTHORS
       opengl.org

opengl.org			  03/16/2013			GLMATERIAL(3G)
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