glMaterialf man page on YellowDog

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GLMATERIAL(3G)							GLMATERIAL(3G)

NAME
       glMaterialf, glMateriali, glMaterialfv, glMaterialiv - specify material
       parameters for the lighting model

C SPECIFICATION
       void glMaterialf( GLenum face,
			 GLenum pname,
			 GLfloat param )
       void glMateriali( GLenum face,
			 GLenum pname,
			 GLint 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.

C SPECIFICATION
       void glMaterialfv( GLenum face,
			  GLenum pname,
			  const GLfloat *params )
       void glMaterialiv( GLenum face,
			  GLenum pname,
			  const GLint *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
       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, spec‐
       ifies 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 option‐
       ally 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 val‐
			   ues 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 materi‐
			   als is (0.2, 0.2, 0.2, 1.0).

       GL_DIFFUSE	   params contains four integer or floating-point val‐
			   ues	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 materi‐
			   als is (0.8, 0.8, 0.8, 1.0).

       GL_SPECULAR	   params contains four integer or floating-point val‐
			   ues 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 materi‐
			   als is (0, 0, 0, 1).

       GL_EMISSION	   params contains four integer or floating-point val‐
			   ues	that  specify the RGBA emitted light intensity
			   of the material.  Integer values  are  mapped  lin‐
			   early  such	that  the  most positive representable
			   value maps to 1.0, and  the	most  negative	repre‐
			   sentable 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  val‐
			   ues, and GL_SHININESS, are the only material values
			   used by the color  index  mode  lighting  equation.
			   Refer to the glLightModel reference page for a dis‐
			   cussion of color index lighting.

NOTES
       The material parameters can be updated at  any  time.   In  particular,
       glMaterial  can be called between a call to glBegin and the correspond‐
       ing call to glEnd.  If only  a  single  material	 parameter  is	to  be
       changed	 per   vertex,	however,  glColorMaterial  is  preferred  over
       glMaterial (see glColorMaterial).

       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
       glGetMaterial

SEE ALSO
       glColorMaterial(3G), glLight(3G), glLightModel(3G)

								GLMATERIAL(3G)
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