GLMATERIAL(3gl)GLMATERIAL(3gl)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_SPECU‐
LAR, 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 glLight‐
Model reference page. The parameters that can be specified using glMa‐
terial, and their interpretations by the lighting equation, are as fol‐
lows:
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 glMate‐
rial (see glColorMaterial).
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, glLight, glLightModel
15 Mar 97 GLMATERIAL(3gl)