1GLMATERIAL(3G)                   OpenGL Manual                  GLMATERIAL(3G)
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NAME

6       glMaterial - specify material parameters for the lighting model
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C SPECIFICATION

9       void glMaterialf(GLenum face, GLenum pname, GLfloat param);
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11       void glMateriali(GLenum face, GLenum pname, GLint param);
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PARAMETERS

14       face
15           Specifies which face or faces are being updated. Must be one of
16           GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.
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18       pname
19           Specifies the single-valued material parameter of the face or faces
20           that is being updated. Must be GL_SHININESS.
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22       param
23           Specifies the value that parameter GL_SHININESS will be set to.
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C SPECIFICATION

26       void glMaterialfv(GLenum face, GLenum pname, const GLfloat * params);
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28       void glMaterialiv(GLenum face, GLenum pname, const GLint * params);
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PARAMETERS

31       face
32           Specifies which face or faces are being updated. Must be one of
33           GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.
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35       pname
36           Specifies the material parameter of the face or faces that is being
37           updated. Must be one of GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR,
38           GL_EMISSION, GL_SHININESS, GL_AMBIENT_AND_DIFFUSE, or
39           GL_COLOR_INDEXES.
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41       params
42           Specifies a pointer to the value or values that pname will be set
43           to.
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DESCRIPTION

46       glMaterial assigns values to material parameters. There are two matched
47       sets of material parameters. One, the front-facing set, is used to
48       shade points, lines, bitmaps, and all polygons (when two-sided lighting
49       is disabled), or just front-facing polygons (when two-sided lighting is
50       enabled). The other set, back-facing, is used to shade back-facing
51       polygons only when two-sided lighting is enabled. Refer to the
52       glLightModel() reference page for details concerning one- and two-sided
53       lighting calculations.
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55       glMaterial takes three arguments. The first, face, specifies whether
56       the GL_FRONT materials, the GL_BACK materials, or both
57       GL_FRONT_AND_BACK materials will be modified. The second, pname,
58       specifies which of several parameters in one or both sets will be
59       modified. The third, params, specifies what value or values will be
60       assigned to the specified parameter.
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62       Material parameters are used in the lighting equation that is
63       optionally applied to each vertex. The equation is discussed in the
64       glLightModel() reference page. The parameters that can be specified
65       using glMaterial, and their interpretations by the lighting equation,
66       are as follows:
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68       GL_AMBIENT
69           params contains four integer or floating-point values that specify
70           the ambient RGBA reflectance of the material. Integer values are
71           mapped linearly such that the most positive representable value
72           maps to 1.0, and the most negative representable value maps to
73           -1.0. Floating-point values are mapped directly. Neither integer
74           nor floating-point values are clamped. The initial ambient
75           reflectance for both front- and back-facing materials is (0.2, 0.2,
76           0.2, 1.0).
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78       GL_DIFFUSE
79           params contains four integer or floating-point values that specify
80           the diffuse RGBA reflectance of the material. Integer values are
81           mapped linearly such that the most positive representable value
82           maps to 1.0, and the most negative representable value maps to
83           -1.0. Floating-point values are mapped directly. Neither integer
84           nor floating-point values are clamped. The initial diffuse
85           reflectance for both front- and back-facing materials is (0.8, 0.8,
86           0.8, 1.0).
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88       GL_SPECULAR
89           params contains four integer or floating-point values that specify
90           the specular RGBA reflectance of the material. Integer values are
91           mapped linearly such that the most positive representable value
92           maps to 1.0, and the most negative representable value maps to
93           -1.0. Floating-point values are mapped directly. Neither integer
94           nor floating-point values are clamped. The initial specular
95           reflectance for both front- and back-facing materials is (0, 0, 0,
96           1).
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98       GL_EMISSION
99           params contains four integer or floating-point values that specify
100           the RGBA emitted light intensity of the material. Integer values
101           are mapped linearly such that the most positive representable value
102           maps to 1.0, and the most negative representable value maps to
103           -1.0. Floating-point values are mapped directly. Neither integer
104           nor floating-point values are clamped. The initial emission
105           intensity for both front- and back-facing materials is (0, 0, 0,
106           1).
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108       GL_SHININESS
109           params is a single integer or floating-point value that specifies
110           the RGBA specular exponent of the material. Integer and
111           floating-point values are mapped directly. Only values in the range
112           0 128 are accepted. The initial specular exponent for both front-
113           and back-facing materials is 0.
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115       GL_AMBIENT_AND_DIFFUSE
116           Equivalent to calling glMaterial twice with the same parameter
117           values, once with GL_AMBIENT and once with GL_DIFFUSE.
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119       GL_COLOR_INDEXES
120           params contains three integer or floating-point values specifying
121           the color indices for ambient, diffuse, and specular lighting.
122           These three values, and GL_SHININESS, are the only material values
123           used by the color index mode lighting equation. Refer to the
124           glLightModel() reference page for a discussion of color index
125           lighting.
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NOTES

128       The material parameters can be updated at any time. In particular,
129       glMaterial can be called between a call to glBegin() and the
130       corresponding call to glEnd(). If only a single material parameter is
131       to be changed per vertex, however, glColorMaterial() is preferred over
132       glMaterial (see glColorMaterial()).
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134       While the ambient, diffuse, specular and emission material parameters
135       all have alpha components, only the diffuse alpha component is used in
136       the lighting computation.
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ERRORS

139       GL_INVALID_ENUM is generated if either face or pname is not an accepted
140       value.
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142       GL_INVALID_VALUE is generated if a specular exponent outside the range
143       0 128 is specified.
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ASSOCIATED GETS

146       glGetMaterial()
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SEE ALSO

149       glColorMaterial(), glLight(), glLightModel()
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152       Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed
153       under the SGI Free Software B License. For details, see
154       http://oss.sgi.com/projects/FreeB/.
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AUTHORS

157       opengl.org
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161opengl.org                        06/10/2014                    GLMATERIAL(3G)
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