glLightModeli man page on OpenBSD

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GLLIGHTMODEL(3G)					      GLLIGHTMODEL(3G)

NAME
       glLightModelf, glLightModeli, glLightModelfv, glLightModeliv - set the
       lighting model parameters

C SPECIFICATION
       void glLightModelf( GLenum pname,
	    GLfloat param )
       void glLightModeli( GLenum pname,
	    GLint param )

       delim $$

PARAMETERS
       pname  Specifies a single-valued lighting model parameter.
	      GL_LIGHT_MODEL_LOCAL_VIEWER, GL_LIGHT_MODEL_COLOR_CONTROL, and
	      GL_LIGHT_MODEL_TWO_SIDE are accepted.

       param  Specifies the value that param will be set to.

C SPECIFICATION
       void glLightModelfv( GLenum pname,
	    const GLfloat *params )
       void glLightModeliv( GLenum pname,
	    const GLint *params )

PARAMETERS
       pname  Specifies a lighting model parameter.  GL_LIGHT_MODEL_AMBIENT,
	      GL_LIGHT_MODEL_COLOR_CONTROL, GL_LIGHT_MODEL_LOCAL_VIEWER, and
	      GL_LIGHT_MODEL_TWO_SIDE are accepted.

       params Specifies a pointer to the value or values that params will be
	      set to.

DESCRIPTION
       glLightModel sets the lighting model parameter.	pname names a
       parameter and params gives the new value.  There are three lighting
       model parameters:

       GL_LIGHT_MODEL_AMBIENT
		 params contains four integer or floating-point values that
		 specify the ambient RGBA intensity of the entire scene.
		 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 scene
		 intensity is (0.2, 0.2, 0.2, 1.0).

       GL_LIGHT_MODEL_COLOR_CONTROL
		 params must be either GL_SEPARATE_SPECULAR_COLOR or
		 GL_SINGLE_COLOR.  GL_SINGLE_COLOR specifies that a single
		 color is generated from the lighting computation for a
		 vertex.  GL_SEPARATE_SPECULAR_COLOR specifies that the
		 specular color computation of lighting be stored separately
		 from the remainder of the lighting computation.  The specular
		 color is summed into the generated fragment's color after the
		 application of texture mapping (if enabled).  The initial
		 value is GL_SINGLE_COLOR.

       GL_LIGHT_MODEL_LOCAL_VIEWER
		 params is a single integer or floating-point value that
		 specifies how specular reflection angles are computed.	 If
		 params is 0 (or 0.0), specular reflection angles take the
		 view direction to be parallel to and in the direction of the
		 -z axis, regardless of the location of the vertex in eye
		 coordinates.  Otherwise, specular reflections are computed
		 from the origin of the eye coordinate system.	The initial
		 value is 0.

       GL_LIGHT_MODEL_TWO_SIDE
		 params is a single integer or floating-point value that
		 specifies whether one- or two-sided lighting calculations are
		 done for polygons.  It has no effect on the lighting
		 calculations for points, lines, or bitmaps.  If params is 0
		 (or 0.0), one-sided lighting is specified, and only the front
		 material parameters are used in the lighting equation.
		 Otherwise, two-sided lighting is specified.  In this case,
		 vertices of back-facing polygons are lighted using the back
		 material parameters, and have their normals reversed before
		 the lighting equation is evaluated.  Vertices of front-facing
		 polygons are always lighted using the front material
		 parameters, with no change to their normals. The initial
		 value is 0.

       In RGBA mode, the lighted color of a vertex is the sum of the material
       emission intensity, the product of the material ambient reflectance and
       the lighting model full-scene ambient intensity, and the contribution
       of each enabled light source.  Each light source contributes the sum of
       three terms: ambient, diffuse, and specular.  The ambient light source
       contribution is the product of the material ambient reflectance and the
       light's ambient intensity.  The diffuse light source contribution is
       the product of the material diffuse reflectance, the light's diffuse
       intensity, and the dot product of the vertex's normal with the
       normalized vector from the vertex to the light source.  The specular
       light source contribution is the product of the material specular
       reflectance, the light's specular intensity, and the dot product of the
       normalized vertex-to-eye and vertex-to-light vectors, raised to the
       power of the shininess of the material.	All three light source
       contributions are attenuated equally based on the distance from the
       vertex to the light source and on light source direction, spread
       exponent, and spread cutoff angle.  All dot products are replaced with
       0 if they evaluate to a negative value.

       The alpha component of the resulting lighted color is set to the alpha
       value of the material diffuse reflectance.

       In color index mode, the value of the lighted index of a vertex ranges
       from the ambient to the specular values passed to glMaterial using
       GL_COLOR_INDEXES.  Diffuse and specular coefficients, computed with a
       (.30, .59, .11) weighting of the lights' colors, the shininess of the
       material, and the same reflection and attenuation equations as in the
       RGBA case, determine how much above ambient the resulting index is.

NOTES
       GL_LIGHT_MODEL_COLOR_CONTROL is available only if the GL version is 1.2
       or greater.

ERRORS
       GL_INVALID_ENUM is generated if pname is not an accepted value.

       GL_INVALID_ENUM is generated if pname is GL_LIGHT_MODEL_COLOR_CONTROL
       and params is not one of GL_SINGLE_COLOR or GL_SEPARATE_SPECULAR_COLOR.

       GL_INVALID_OPERATION is generated if glLightModel is executed between
       the execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
       glGet with argument GL_LIGHT_MODEL_AMBIENT
       glGet with argument GL_LIGHT_MODEL_COLOR_CONTROL
       glGet with argument GL_LIGHT_MODEL_LOCAL_VIEWER
       glGet with argument GL_LIGHT_MODEL_TWO_SIDE
       glIsEnabled with argument GL_LIGHTING

SEE ALSO
       glLight(3G), glMaterial(3G)

								 March 1, 2011
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