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fglMaterial(3G)		       OpenGL Reference		       fglMaterial(3G)

NAME
     fglMaterialf, fglMateriali, fglMaterialfv, fglMaterialiv - specify
     material parameters for the lighting model

FORTRAN SPECIFICATION
     SUBROUTINE fglMaterialf( INTEGER*4 face,
			      INTEGER*4 pname,
			      REAL*4 param )
     SUBROUTINE fglMateriali( INTEGER*4 face,
			      INTEGER*4 pname,
			      INTEGER*4 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.

FORTRAN SPECIFICATION
     SUBROUTINE fglMaterialfv( INTEGER*4 face,
			       INTEGER*4 pname,
			       CHARACTER*8 params )
     SUBROUTINE fglMaterialiv( INTEGER*4 face,
			       INTEGER*4 pname,
			       CHARACTER*8 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
     fglMaterial 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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fglMaterial(3G)		       OpenGL Reference		       fglMaterial(3G)

     polygons only when two-sided lighting is enabled.	Refer to the
     fglLightModel reference page for details concerning one- and two-sided
     lighting calculations.

     fglMaterial 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 fglLightModel
     reference page.  The parameters that can be specified using fglMaterial,
     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

									Page 2

fglMaterial(3G)		       OpenGL Reference		       fglMaterial(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).

     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 fglMaterial 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 fglLightModel reference page for a discussion of
			 color index lighting.

NOTES
     The material parameters can be updated at any time.  In particular,
     fglMaterial can be called between a call to fglBegin and the
     corresponding call to fglEnd.  If only a single material parameter is to
     be changed per vertex, however, fglColorMaterial is preferred over
     fglMaterial (see fglColorMaterial).

     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
     fglGetMaterial

SEE ALSO
     fglColorMaterial, fglLight, fglLightModel

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