fglFragmentLightModel(3G)
fglFragmentLightModelfSGIX, fglFragmentLightModeliSGIX, fglFragmentLightModelfvSGIX, fglFragmentLightModelivSGIX - set the lighting model parameters
As shipped in IRIX 6.5.19. Last changed in IRIX 6.5.19.
NAME fglFragmentLightModelfSGIX, fglFragmentLightModeliSGIX, fglFragmentLightModelfvSGIX, fglFragmentLightModelivSGIX - set the lighting model parameters FORTRAN SPECIFICATION SUBROUTINE fglFragmentLightModelfSGIX( INTEGER*4 pname, REAL*4 param ) SUBROUTINE fglFragmentLightModeliSGIX( INTEGER*4 pname, INTEGER*4 param ) PARAMETERS pname Specifies a single-valued lighting model parameter. GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX, GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX, and GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX are accepted. param Specifies the value that param will be set to. FORTRAN SPECIFICATION SUBROUTINE fglFragmentLightModelfvSGIX( INTEGER*4 pname, CHARACTER*8 params ) SUBROUTINE fglFragmentLightModelivSGIX( INTEGER*4 pname, CHARACTER*8 params ) PARAMETERS pname Specifies a lighting model parameter. GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX, GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX, GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX, and GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX are accepted. params Specifies a pointer to the value or values that params will be set to. DESCRIPTION fglFragmentLightModel sets the lighting model parameter. pname names a parameter and params gives the new value. There are three lighting model parameters: GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX params contains four integer or floating-point values that specify the ambient RGBA intensity of the entire scene. 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 scene intensity is (0.2, 0.2, 0.2, 1.0). GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX params is a single integer or floating-point value that specifies how specular reflection angles are computed. If params is 0 (or 0.0), specular reflection angles take the view direction to be parallel to and in the direction of the -z axis, regardless of the location of the fragment in eye coordinates. Otherwise, specular reflections are computed from the origin of the eye coordinate system. The initial value is 0. GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX params must be either GL_FLAT or GL_SMOOTH, and controls how normals are selected for use in the fragment lighting computations. If GL_FLAT is selected for the lighting model, the normal from the provoking vertex of the primitive is used for all fragment lighting computations. If GL_SMOOTH is specified a normal is computed for each fragment using the normals from all of the vertices of the primitive. GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX params is a single integer or floating-point value that specifies whether one- or two-sided lighting calculations are done for polygons. It has no effect on the lighting calculations for points, lines, or bitmaps. If params is 0 (or 0.0), one-sided lighting is specified, and only the front material parameters are used in the lighting equation. Otherwise, two-sided lighting is specified. In this case, vertices of back-facing polygons are lighted using the back material parameters, and have their normals reversed before the lighting equation is evaluated. Vertices of front-facing polygons are always lighted using the front material parameters, with no change to their normals. The initial value is 0. In RGBA mode, the lighted color of a fragment is the sum of the material emission intensity, the product of the material ambient reflectance and the lighting model full-scene ambient intensity, and the contribution of each enabled light source. Each light source contributes the sum of three terms: ambient, diffuse, and specular. The ambient light source contribution is the product of the material ambient reflectance and the light's ambient intensity. The diffuse light source contribution is the product of the material diffuse reflectance, the light's diffuse intensity, and the dot product of the fragment's normal with the normalized vector from the fragment to the light source. The specular light source contribution is the product of the material specular reflectance, the light's specular intensity, and the dot product of the normalized fragment-to-eye and fragment-to-light vectors, raised to the power of the shininess of the material. All three light source contributions are attenuated equally based on the distance from the fragment to the light source and on light source direction, spread exponent, and spread cutoff angle. All dot products are replaced with 0 if they evaluate to a negative value. The alpha component of the resulting lighted color is set to the alpha value of the material diffuse reflectance. In color index mode, the value of the lighted index of a fragment ranges from the ambient to the specular values passed to fglFragmentMaterial using GL_COLOR_INDEXES. Diffuse and specular coefficients, computed with a (.30, .59, .11) weighting of the lights' colors, the shininess of the material, and the same reflection and attenuation equations as in the RGBA case, determine how much above ambient the resulting index is. ERRORS GL_INVALID_ENUM is generated if pname is not an accepted value. GL_INVALID_OPERATION is generated if fglFragmentLightModel is executed between the execution of fglBegin and the corresponding execution of fglEnd. ASSOCIATED GETS fglGet with argument GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX fglGet with argument GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX fglGet with argument GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX fglGet with argument GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX fglIsEnabled with argument GL_FRAGMENT_LIGHTING_SGIX MACHINE DEPENDENCIES The SGIX_fragment_lighting extension is supported only on Octane2 VPro systems. On Octane2 VPro systems, use of the texture q coordinate to achieve projective texture effects will be processed on a per-vertex basis instead of a per-pixel basis, unless the texture matrix is set up to be projective. (A projective texture matrix, specified as 16-element array M, is defined to be one in which any of the M[3], M[7], or M[11] array elements is non-zero.) In addition, if either two-sided lighting or fragment lighting or separate specular lighting is in effect, projective texture effects will always be processed on a per-vertex basis. SEE ALSO fglFragmentLight, fglFragmentMaterial