glMaterialiv man page on Tru64

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glMaterial(3G)							glMaterial(3G)

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

SYNOPSIS
       void glMaterialf(
	       GLenum face,
	       GLenum pname,
	       GLfloat param ); void glMateriali(
	       GLenum face,
	       GLenum pname,
	       GLint param );

PARAMETERS
       Specifies which face or	faces  are  being  updated.  Must  be  one  of
       GL_FRONT,  GL_BACK,  or GL_FRONT_AND_BACK.  Specifies the single-valued
       material parameter of the face or faces that is being updated.  Must be
       GL_SHININESS.   Specifies the value that parameter GL_SHININESS will be
       set to.

SYNOPSIS
       void glMaterialfv(
	       GLenum face,
	       GLenum pname,
	       const GLfloat *params ); void glMaterialiv(
	       GLenum face,
	       GLenum pname,
	       const GLint *params );

PARAMETERS
       Specifies which face or	faces  are  being  updated.  Must  be  one  of
       GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.	 Specifies the material param‐
       eter 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.  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, speci‐
       fies  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  glLight‐
       Model()	reference  page.  The  parameters  that can be specified using
       glMaterial(), and their interpretations by the lighting	equation,  are
       as  follows: 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 float‐
       ing-point values are clamped. The initial ambient reflectance for  both
       front-  and back-facing materials is (0.2, 0.2, 0.2, 1.0).  params con‐
       tains 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-fac‐
       ing materials is (0.8, 0.8, 0.8, 1.0).  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	 posi‐
       tive  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
       specular reflectance for both front- and back-facing materials  is  (0,
       0,  0,  1).  params contains four integer or floating-point values that
       specify the RGBA emitted light intensity of the material. Integer  val‐
       ues 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 float‐
       ing-point values are clamped.  The initial emission intensity for  both
       front-  and  back-facing materials is (0, 0, 0, 1).  params is a single
       integer or floating-point value that specifies the RGBA specular	 expo‐
       nent  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.
       Equivalent to calling glMaterial() twice with the same  parameter  val‐
       ues,  once  with	 GL_AMBIENT and once with GL_DIFFUSE.  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 corre‐
       sponding call to glEnd(). If only a single material parameter is to  be
       changed	per vertex, however, glColorMaterial() is preferred over glMa‐
       terial() (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(3), glLight(3), glLightModel(3)

								glMaterial(3G)
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