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glMaterial(3G)                 OpenGL Reference                 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
             GLFRONT, GLBACK, or GLFRONTANDBACK.

     pname   Specifies the single-valued material parameter of the face or
             faces that is being updated.  Must be GLSHININESS.

     param   Specifies the value that parameter GLSHININESS 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
          GLFRONT, GLBACK, or GLFRONTANDBACK.

     pname
          Specifies the material parameter of the face or faces that is being
          updated.  Must be one of GLAMBIENT, GLDIFFUSE, GLSPECULAR,
          GLEMISSION, GLSHININESS, GLAMBIENTANDDIFFUSE,  or
          GLCOLORINDEXES.

     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



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glMaterial(3G)                 OpenGL Reference                 glMaterial(3G)



     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
     GLFRONT materials, the GLBACK materials, or both GLFRONTANDBACK
     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:

     GLAMBIENT          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).

     GLDIFFUSE          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).

     GLSPECULAR         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).

     GLEMISSION         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



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glMaterial(3G)                 OpenGL Reference                 glMaterial(3G)



                         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).

     GLSHININESS        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.

     GLAMBIENTANDDIFFUSE
                         Equivalent to calling glMaterial twice with the same
                         parameter values, once with GLAMBIENT and once with
                         GLDIFFUSE.

     GLCOLORINDEXES    params contains three integer or floating-point
                         values specifying the color indices for ambient,
                         diffuse, and specular lighting.  These three values,
                         and GLSHININESS, 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
     GLINVALIDENUM is generated if either face or pname is not an accepted
     value.

     GLINVALIDVALUE is generated if a specular exponent outside the range
     [0,128] is specified.

ASSOCIATED GETS
     glGetMaterial


SEE ALSO
     glColorMaterial, glLight, glLightModel









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