Gl.Materialiv (gb.opengl)
Static Sub Materialiv ( Face As Integer, Pname As Integer, Params As Integer[] )
Specify material parameters for the lighting model.
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.
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.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
Gl.Material 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 Gl.LightModel reference page for details concerning one- and
two-sided lighting calculations.
Gl.Material 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,
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.
Material parameters are used in the lighting equation that is optionally
applied to each vertex.
The equation is discussed in the Gl.LightModel reference page.
The parameters that can be specified using
Gl.Material,
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 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
.
Floating-point values are mapped directly.
Neither integer nor floating-point values are clamped.
The initial ambient reflectance for both front- and back-facing 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 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
.
Floating-point values are mapped directly.
Neither integer nor floating-point values are clamped.
The initial diffuse reflectance for both front- and back-facing 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 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
.
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).
- Gl.EMISSION
-
params contains four integer or floating-point values that specify
the RGBA emitted light intensity 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
.
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
are accepted.
The initial specular exponent for both front- and back-facing materials
is 0.
- Gl.AMBIENT_AND_DIFFUSE
-
Equivalent to calling Gl.Material 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 material values used by the color index mode lighting equation.
Refer to the Gl.LightModel reference page for a discussion
of color index lighting.
Notes
The material parameters can be updated at any time.
In particular,
Gl.Material can be called between a call to Gl.Begin and the corresponding
call to Gl.End.
If only a single material parameter is to be changed per vertex,
however,
Gl.ColorMaterial is preferred over
Gl.Material
(see Gl.ColorMaterial).
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
is specified.
Associated Gets
Gl.GetMaterial
See also
See original documentation on OpenGL website