glMaterialiv man page on OpenBSD

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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,
       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.

NOTES
       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).

       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)

								 March 1, 2011
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