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glLight(3G)                    OpenGL Reference                    glLight(3G)



NAME
     glLightf, glLighti, glLightfv, glLightiv - set light source parameters


C SPECIFICATION
     void glLightf( GLenum light,
                    GLenum pname,
                    GLfloat param )
     void glLighti( GLenum light,
                    GLenum pname,
                    GLint param )


PARAMETERS
     light   Specifies a light.  The number of lights depends on the
             implementation, but at least eight lights are supported.  They
             are identified by symbolic names of the form GLLIGHTi where 0 <
             i < the value returned by glGetIntegerv with parameter
             GLMAXLIGHTS.

     pname   Specifies a single-valued light source parameter for light.
             GLSPOTEXPONENT, GLSPOTCUTOFF, GLCONSTANTATTENUATION,
             GLLINEARATTENUATION, and GLQUADRATICATTENUATION are accepted.

     param   Specifies the value that parameter pname of light source light
             will be set to.

C SPECIFICATION
     void glLightfv( GLenum light,
                     GLenum pname,
                     const GLfloat *params )
     void glLightiv( GLenum light,
                     GLenum pname,
                     const GLint *params )


PARAMETERS
     light
          Specifies a light.  The number of lights depends on the
          implementation, but at least eight lights are supported.  They are
          identified by symbolic names of the form GLLIGHTi where 0 < i < the
          value returned by glGetIntegerv with parameter GLMAXLIGHTS.

     pname
          Specifies a light source parameter for light.  GLAMBIENT,
          GLDIFFUSE, GLSPECULAR, GLPOSITION, GLSPOTCUTOFF,
          GLSPOTDIRECTION, GLSPOTEXPONENT, GLCONSTANTATTENUATION,
          GLLINEARATTENUATION, and GLQUADRATICATTENUATION are accepted.

     params
          Specifies a pointer to the value or values that parameter pname of
          light source light will be set to.



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glLight(3G)                    OpenGL Reference                    glLight(3G)



DESCRIPTION
     glLight sets the values of individual light source parameters.  light
     names the light and is a symbolic name of the form GLLIGHTi, where 0 < i
     < the value returned by glGetIntegerv with parameter GLMAXLIGHTS.
     pname specifies one of ten light source parameters, again by symbolic
     name.  params is either a single value or a pointer to an array that
     contains the new values.

     To enable and disable lighting calculation, call glEnable and glDisable
     with argument GLLIGHTING. Lighting is initially disabled.  When it is
     enabled, light sources that are enabled contribute to the lighting
     calculation.  Light source i is enabled and disabled using glEnable and
     glDisable with argument GLLIGHTi.

     The ten light parameters are as follows:

     GLAMBIENT          params contains four integer or floating-point values
                         that specify the ambient RGBA intensity of the light.
                         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 light intensity is (0, 0, 0, 1).

     GLDIFFUSE          params contains four integer or floating-point values
                         that specify the diffuse RGBA intensity of the light.
                         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 value for GLLIGHT0 is (1, 1, 1, 1); for
                         other lights, the initial value is (0, 0, 0, 0).

     GLSPECULAR         params contains four integer or floating-point values
                         that specify the specular RGBA intensity of the
                         light.  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 value for GLLIGHT0 is (1, 1,
                         1, 1); for other lights, the initial value is (0, 0,
                         0, 0).

     GLPOSITION         params contains four integer or floating-point values
                         that specify the position of the light in homogeneous
                         object coordinates.  Both integer and floating-point
                         values are mapped directly.  Neither integer nor
                         floating-point values are clamped.




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glLight(3G)                    OpenGL Reference                    glLight(3G)



                         The position is transformed by the modelview matrix
                         when glLight is called (just as if it were a point),
                         and it is stored in eye coordinates.  If the w
                         component of the position is 0, the light is treated
                         as a directional source.  Diffuse and specular
                         lighting calculations take the light's direction, but
                         not its actual position, into account, and
                         attenuation is disabled.  Otherwise, diffuse and
                         specular lighting calculations are based on the
                         actual location of the light in eye coordinates, and
                         attenuation is enabled.  The initial position is (0,
                         0, 1, 0); thus, the initial light source is
                         directional, parallel to, and in the direction of the
                         -z axis.

     GLSPOTDIRECTION   params contains three integer or floating-point
                         values that specify the direction of the light in
                         homogeneous object coordinates.  Both integer and
                         floating-point values are mapped directly.  Neither
                         integer nor floating-point values are clamped.

                         The spot direction is transformed by the inverse of
                         the modelview matrix when glLight is called (just as
                         if it were a normal), and it is stored in eye
                         coordinates.  It is significant only when
                         GLSPOTCUTOFF is not 180, which it is initially.
                         The initial direction is (0, 0, -1).

     GLSPOTEXPONENT    params is a single integer or floating-point value
                         that specifies the intensity distribution of the
                         light.  Integer and floating-point values are mapped
                         directly.  Only values in the range [0,128] are
                         accepted.

                         Effective light intensity is attenuated by the cosine
                         of the angle between the direction of the light and
                         the direction from the light to the vertex being
                         lighted, raised to the power of the spot exponent.
                         Thus, higher spot exponents result in a more focused
                         light source, regardless of the spot cutoff angle
                         (see GLSPOTCUTOFF, next paragraph).  The initial
                         spot exponent is 0, resulting in uniform light
                         distribution.

     GLSPOTCUTOFF      params is a single integer or floating-point value
                         that specifies the maximum spread angle of a light
                         source.  Integer and floating-point values are mapped
                         directly.  Only values in the range [0,90] and the
                         special value 180 are accepted.  If the angle between
                         the direction of the light and the direction from the
                         light to the vertex being lighted is greater than the
                         spot cutoff angle, the light is completely masked.



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glLight(3G)                    OpenGL Reference                    glLight(3G)



                         Otherwise, its intensity is controlled by the spot
                         exponent and the attenuation factors.  The initial
                         spot cutoff is 180, resulting in uniform light
                         distribution.

     GLCONSTANTATTENUATION

     GLLINEARATTENUATION

     GLQUADRATICATTENUATION
                         params is a single integer or floating-point value
                         that specifies one of the three light attenuation
                         factors.  Integer and floating-point values are
                         mapped directly.  Only nonnegative values are
                         accepted.  If the light is positional, rather than
                         directional, its intensity is attenuated by the
                         reciprocal of the sum of the constant factor, the
                         linear factor times the distance between the light
                         and the vertex being lighted, and the quadratic
                         factor times the square of the same distance.  The
                         initial attenuation factors are (1, 0, 0), resulting
                         in no attenuation.

NOTES
     It is always the case that GLLIGHTi = GLLIGHT0 + i.

ERRORS
     GLINVALIDENUM is generated if either light or pname is not an accepted
     value.

     GLINVALIDVALUE is generated if a spot exponent value is specified
     outside the range [0,128], or if spot cutoff is specified outside the
     range [0,90] (except for the special value 180), or if a negative
     attenuation factor is specified.

     GLINVALIDOPERATION is generated if glLight is executed between the
     execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
     glGetLight
     glIsEnabled with argument GLLIGHTING


SEE ALSO
     glColorMaterial, glLightModel, glMaterial










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