glMaterialf, glMateriali, glMaterialfv,
glMaterialiv: specify material parameters for the lighting model.
C Specification |
Parameters |
Description |
Notes |
Errors |
Associated Gets |
See Also
void glMaterialf(
GLenum face,
GLenum pname,
GLfloat param)
void glMateriali(
GLenum face,
GLenum pname,
GLint param)
void glMaterialfv(
GLenum face,
GLenum pname,
const GLfloat *params)
void glMaterialiv(
GLenum face,
GLenum pname,
const GLint *params)
- 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.
- 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.
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.
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).
- 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.
glGetMaterial
glColorMaterial,
glLight,
glLightModel