214 lines
6.6 KiB
Plaintext
214 lines
6.6 KiB
Plaintext
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'\" e
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'\"! eqn | mmdoc
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'\"macro stdmacro
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.ds Vn Version 1.2
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.ds Dt 24 September 1999
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.ds Re Release 1.2.1
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.ds Dp Jan 14 18:30
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.ds Dm 01 material.
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.ds Xs 18013 8 material.gl
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.TH GLMATERIAL 3G
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.SH NAME
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.B "glMaterialf, glMateriali, glMaterialfv, glMaterialiv
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\- specify material parameters for the lighting model
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.SH C SPECIFICATION
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void \f3glMaterialf\fP(
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GLenum \fIface\fP,
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.nf
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.ta \w'\f3void \fPglMaterialf( 'u
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GLenum \fIpname\fP,
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GLfloat \fIparam\fP )
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.fi
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void \f3glMateriali\fP(
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GLenum \fIface\fP,
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.nf
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.ta \w'\f3void \fPglMateriali( 'u
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GLenum \fIpname\fP,
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GLint \fIparam\fP )
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.fi
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.SH PARAMETERS
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.TP \w'\fIparams\fP\ \ 'u
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\f2face\fP
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Specifies which face or faces are being updated.
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Must be one of
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\%\f3GL_FRONT\fP,
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\%\f3GL_BACK\fP, or
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\%\f3GL_FRONT_AND_BACK\fP.
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.TP
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\f2pname\fP
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Specifies the single-valued material parameter of the face or faces
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that is being updated.
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Must be \%\f3GL_SHININESS\fP.
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.TP
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\f2param\fP
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Specifies the value that parameter \%\f3GL_SHININESS\fP will be set to.
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.SH C SPECIFICATION
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void \f3glMaterialfv\fP(
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GLenum \fIface\fP,
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.nf
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.ta \w'\f3void \fPglMaterialfv( 'u
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GLenum \fIpname\fP,
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const GLfloat \fI*params\fP )
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.fi
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void \f3glMaterialiv\fP(
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GLenum \fIface\fP,
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.nf
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.ta \w'\f3void \fPglMaterialiv( 'u
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GLenum \fIpname\fP,
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const GLint \fI*params\fP )
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.fi
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.SH PARAMETERS
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.TP
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\f2face\fP
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Specifies which face or faces are being updated.
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Must be one of
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\%\f3GL_FRONT\fP,
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\%\f3GL_BACK\fP, or
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\%\f3GL_FRONT_AND_BACK\fP.
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.TP
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\f2pname\fP
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Specifies the material parameter of the face or faces that is being updated.
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Must be one of
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\%\f3GL_AMBIENT\fP,
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\%\f3GL_DIFFUSE\fP,
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\%\f3GL_SPECULAR\fP,
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\%\f3GL_EMISSION\fP,
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\%\f3GL_SHININESS\fP,
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\%\f3GL_AMBIENT_AND_DIFFUSE\fP, or
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\%\f3GL_COLOR_INDEXES\fP.
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.TP
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\f2params\fP
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Specifies a pointer to the value or values that \f2pname\fP will be set to.
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.SH DESCRIPTION
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\%\f3glMaterial\fP assigns values to material parameters.
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There are two matched sets of material parameters.
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One,
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the \f2front-facing\fP set,
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is used to shade points,
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lines,
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bitmaps,
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and all polygons
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(when two-sided lighting is disabled),
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or just front-facing polygons
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(when two-sided lighting is enabled).
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The other set,
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\f2back-facing\fP,
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is used to shade back-facing polygons only when two-sided lighting is enabled.
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Refer to the \%\f3glLightModel\fP reference page for details concerning one- and
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two-sided lighting calculations.
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.P
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\%\f3glMaterial\fP takes three arguments.
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The first,
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\f2face\fP,
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specifies whether the
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\%\f3GL_FRONT\fP materials, the
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\%\f3GL_BACK\fP materials, or both
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\%\f3GL_FRONT_AND_BACK\fP materials will be modified.
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The second,
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\f2pname\fP,
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specifies which of several parameters in one or both sets will be modified.
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The third,
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\f2params\fP,
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specifies what value or values will be assigned to the specified parameter.
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.P
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Material parameters are used in the lighting equation that is optionally
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applied to each vertex.
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The equation is discussed in the \%\f3glLightModel\fP reference page.
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The parameters that can be specified using \%\f3glMaterial\fP,
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and their interpretations by the lighting equation, are as follows:
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.TP 20
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\%\f3GL_AMBIENT\fP
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\f2params\fP contains four integer or floating-point values that specify
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the ambient RGBA reflectance of the material.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to \-1.0.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial ambient reflectance for both front- and back-facing materials
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is (0.2, 0.2, 0.2, 1.0).
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.TP
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\%\f3GL_DIFFUSE\fP
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\f2params\fP contains four integer or floating-point values that specify
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the diffuse RGBA reflectance of the material.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to \-1.0.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial diffuse reflectance for both front- and back-facing materials
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is (0.8, 0.8, 0.8, 1.0).
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.TP
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\%\f3GL_SPECULAR\fP
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\f2params\fP contains four integer or floating-point values that specify
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the specular RGBA reflectance of the material.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to \-1.0.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial specular reflectance for both front- and back-facing materials
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is (0, 0, 0, 1).
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.TP
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\%\f3GL_EMISSION\fP
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\f2params\fP contains four integer or floating-point values that specify
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the RGBA emitted light intensity of the material.
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Integer values are mapped linearly such that the most positive representable
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value maps to 1.0,
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and the most negative representable value maps to \-1.0.
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Floating-point values are mapped directly.
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Neither integer nor floating-point values are clamped.
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The initial emission intensity for both front- and back-facing materials
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is (0, 0, 0, 1).
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.TP
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\%\f3GL_SHININESS\fP
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\f2params\fP is a single integer or floating-point value that specifies
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the RGBA specular exponent of the material.
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Integer and floating-point values are mapped directly.
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Only values in the range [0,128] are accepted.
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The initial specular exponent for both front- and back-facing materials
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is 0.
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.TP
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\%\f3GL_AMBIENT_AND_DIFFUSE\fP
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Equivalent to calling \%\f3glMaterial\fP twice with the same parameter values,
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once with \%\f3GL_AMBIENT\fP and once with \%\f3GL_DIFFUSE\fP.
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.TP
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\%\f3GL_COLOR_INDEXES\fP
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\f2params\fP contains three integer or floating-point values specifying
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the color indices for ambient,
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diffuse,
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and specular lighting.
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These three values,
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and \%\f3GL_SHININESS\fP,
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are the only material values used by the color index mode lighting equation.
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Refer to the \%\f3glLightModel\fP reference page for a discussion
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of color index lighting.
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.SH NOTES
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The material parameters can be updated at any time.
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In particular,
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\%\f3glMaterial\fP can be called between a call to \%\f3glBegin\fP and the corresponding
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call to \%\f3glEnd\fP.
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If only a single material parameter is to be changed per vertex,
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however,
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\%\f3glColorMaterial\fP is preferred over \%\f3glMaterial\fP
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(see \%\f3glColorMaterial\fP).
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.P
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While the ambient, diffuse, specular and emission material parameters
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all have alpha components, only the diffuse alpha component is used in
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the lighting computation.
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.SH ERRORS
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\%\f3GL_INVALID_ENUM\fP is generated if either \f2face\fP or \f2pname\fP is not
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an accepted value.
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.P
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\%\f3GL_INVALID_VALUE\fP is generated if a specular exponent outside the range
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[0,128] is specified.
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.SH ASSOCIATED GETS
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\%\f3glGetMaterial\fP
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.SH SEE ALSO
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\%\f3glColorMaterial(3G)\fP,
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\%\f3glLight(3G)\fP,
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\%\f3glLightModel(3G)\fP
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