1991-2006
Silicon Graphics, Inc.
glMaterial
3G
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/.