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fglFragmentMaterial(3G)	       OpenGL Reference	       fglFragmentMaterial(3G)

NAME
     fglFragmentMaterialfSGIX, fglFragmentMaterialiSGIX,
     fglFragmentMaterialfvSGIX, fglFragmentMaterialivSGIX - specify fragment
     material parameters for the fragment lighting model

FORTRAN SPECIFICATION
     SUBROUTINE fglFragmentMaterialfSGIX( INTEGER*4 face,
					  INTEGER*4 pname,
					  REAL*4 param )
     SUBROUTINE fglFragmentMaterialiSGIX( 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 fragment 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 fglFragmentMaterialfvSGIX( INTEGER*4 face,
					   INTEGER*4 pname,
					   CHARACTER*8 params )
     SUBROUTINE fglFragmentMaterialivSGIX( 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 fragment 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
     fglFragmentMaterial assigns values to fragment material parameters.
     There are two matched sets of fragment 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

									Page 1

fglFragmentMaterial(3G)	       OpenGL Reference	       fglFragmentMaterial(3G)

     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 fglFragmentLightModel reference page
     for details concerning one- and two-sided lighting calculations.

     fglFragmentMaterial takes three arguments.	 The first, face, specifies
     whether the GL_FRONT fragment materials, the GL_BACK fragment materials,
     or both GL_FRONT_AND_BACK fragment 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.

     Fragment material parameters are used in the lighting equation that is
     optionally applied to each fragment.  The equation is discussed in the
     fglFragmentLightModel reference page.  The parameters that can be
     specified using fglFragmentMaterial, 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
			 fragment 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
			 fragment 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
			 fragment 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
			 fragment 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
			 fragment 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
			 fragment materials is (0, 0, 0, 1).

									Page 2

fglFragmentMaterial(3G)	       OpenGL Reference	       fglFragmentMaterial(3G)

     GL_EMISSION	 params contains four integer or floating-point values
			 that specify the RGBA emitted light intensity of the
			 fragment 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
			 fragment 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
			 fragment 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 fragment materials is
			 0.

     GL_AMBIENT_AND_DIFFUSE
			 Equivalent to calling fglFragmentMaterial 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 fragment material
			 values used by the color index mode lighting
			 equation.  Refer to the fglFragmentLightModel
			 reference page for a discussion of color index
			 lighting.

NOTES
     The fragment material parameters can be updated at any time.  In
     particular, fglFragmentMaterial can be called between a call to fglBegin
     and the corresponding call to fglEnd.

     While the ambient, diffuse, specular and emission fragment 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.

									Page 3

fglFragmentMaterial(3G)	       OpenGL Reference	       fglFragmentMaterial(3G)

ASSOCIATED GETS
     fglGetFragmentMaterial

MACHINE DEPENDENCIES
     The SGIX_fragment_lighting extension is supported only on Octane2 VPro
     systems.

SEE ALSO
     fglFragmentColorMaterial, fglFragmentLight, fglFragmentLightModel

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