glFragmentMaterial(3G)
glFragmentMaterialfSGIX, glFragmentMaterialiSGIX, glFragmentMaterialfvSGIX, glFragmentMaterialivSGIX - specify fragment material parameters for the fragment lighting model
As shipped in IRIX 6.5.30. Added in IRIX 6.5.15.
NAME glFragmentMaterialfSGIX, glFragmentMaterialiSGIX, glFragmentMaterialfvSGIX, glFragmentMaterialivSGIX - specify fragment material parameters for the fragment lighting model C SPECIFICATION void glFragmentMaterialfSGIX( GLenum face, GLenum pname, GLfloat param ) void glFragmentMaterialiSGIX( 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 fragment 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 glFragmentMaterialfvSGIX( GLenum face, GLenum pname, const GLfloat *params ) void glFragmentMaterialivSGIX( 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 fragment 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 glFragmentMaterial assigns values to fragment material parameters. There are two matched sets of fragment 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 glFragmentLightModel reference page for details concerning one- and two-sided lighting calculations. glFragmentMaterial takes three arguments. The first, face, specifies whether the GL_FRONT fragment materials, the GL_BACK fragment materials, or both GL_FRONT_AND_BACK fragment 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. Fragment material parameters are used in the lighting equation that is optionally applied to each fragment. The equation is discussed in the glFragmentLightModel reference page. The parameters that can be specified using glFragmentMaterial, 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 fragment 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 fragment 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 fragment 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 fragment 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 fragment 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 fragment 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 fragment 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 fragment 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 fragment 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 fragment materials is 0. GL_AMBIENT_AND_DIFFUSE Equivalent to calling glFragmentMaterial 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 fragment material values used by the color index mode lighting equation. Refer to the glFragmentLightModel reference page for a discussion of color index lighting. NOTES The fragment material parameters can be updated at any time. In particular, glFragmentMaterial can be called between a call to glBegin and the corresponding call to glEnd. While the ambient, diffuse, specular and emission fragment 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 glGetFragmentMaterial MACHINE DEPENDENCIES The SGIX_fragment_lighting extension is supported only on Octane2 VPro systems. SEE ALSO glFragmentColorMaterial, glFragmentLight, glFragmentLightModel