⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 material.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
💻 HTML
字号:
<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glMaterialf,</STRONG> <STRONG>glMateriali,</STRONG> <STRONG>glMaterialfv,</STRONG> <STRONG>glMaterialiv</STRONG> -	  specify material parameters for the lighting model     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glMaterialf</STRONG>( GLenum <EM>face</EM>,			    GLenum <EM>pname</EM>,			    GLfloat <EM>param</EM> )	  void <STRONG>glMateriali</STRONG>( GLenum <EM>face</EM>,			    GLenum <EM>pname</EM>,			    GLint <EM>param</EM>	)     <STRONG>PARAMETERS</STRONG>	  <EM>face</EM>	  Specifies which face or faces	are being updated.		  Must be one of <STRONG>GL_FRONT</STRONG>, <STRONG>GL_BACK</STRONG>, or		  <STRONG>GL_FRONT_AND_BACK</STRONG>.	  <EM>pname</EM>	  Specifies the	single-valued material parameter of		  the face or faces that is being updated.  Must be		  <STRONG>GL_SHININESS</STRONG>.	  <EM>param</EM>	  Specifies the	value that parameter <STRONG>GL_SHININESS</STRONG> will		  be set to.     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glMaterialfv</STRONG>( GLenum <EM>face</EM>,			     GLenum <EM>pname</EM>,			     const GLfloat *<EM>params</EM> )	  void <STRONG>glMaterialiv</STRONG>( GLenum <EM>face</EM>,			     GLenum <EM>pname</EM>,			     const GLint *<EM>params</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>face</EM> Specifies which face or faces are being updated.	 Must	       be one of <STRONG>GL_FRONT</STRONG>, <STRONG>GL_BACK</STRONG>, or <STRONG>GL_FRONT_AND_BACK</STRONG>.	  <EM>pname</EM>	       Specifies the material parameter	of the face or faces	       that is being updated.  Must be one of <STRONG>GL_AMBIENT</STRONG>,	       <STRONG>GL_DIFFUSE</STRONG>, <STRONG>GL_SPECULAR</STRONG>,	<STRONG>GL_EMISSION</STRONG>, <STRONG>GL_SHININESS</STRONG>,	       <STRONG>GL_AMBIENT_AND_DIFFUSE</STRONG>,	or <STRONG>GL_COLOR_INDEXES</STRONG>.	  <EM>params</EM>	       Specifies a pointer to the value	or values that <EM>pname</EM>	       will be set to.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glMaterial</STRONG> assigns values to material	parameters.  There are	  two matched sets of material parameters.  One, the <EM>front</EM>-	  <EM>facing</EM> 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, <EM>back</EM>-<EM>facing</EM>, is used to shade back-facing	  polygons only	when two-sided lighting	is enabled.  Refer to	  the <STRONG>glLightModel</STRONG> reference page for details concerning one-	  and two-sided	lighting calculations.	  <STRONG>glMaterial</STRONG> takes three arguments.  The first,	<EM>face</EM>,	  specifies whether the	<STRONG>GL_FRONT</STRONG> materials, the	<STRONG>GL_BACK</STRONG>	  materials, or	both <STRONG>GL_FRONT_AND_BACK</STRONG> materials will be	  modified.  The second, <EM>pname</EM>,	specifies which	of several	  parameters in	one or both sets will be modified.  The	third,	  <EM>params</EM>, 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 <STRONG>glLightModel</STRONG>	reference page.	 The	  parameters that can be specified using <STRONG>glMaterial</STRONG>, and their	  interpretations by the lighting equation, are	as follows:	  <STRONG>GL_AMBIENT</STRONG>	      <EM>params</EM> 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 -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 materials is			      (0.2, 0.2, 0.2, 1.0).	  <STRONG>GL_DIFFUSE</STRONG>	      <EM>params</EM> 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 -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 materials is			      (0.8, 0.8, 0.8, 1.0).	  <STRONG>GL_SPECULAR</STRONG>	      <EM>params</EM> 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 -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 materials is (0,			      0, 0, 1).	  <STRONG>GL_EMISSION</STRONG>	      <EM>params</EM> 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 -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).	  <STRONG>GL_SHININESS</STRONG>	      <EM>params</EM> 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.	  <STRONG>GL_AMBIENT_AND_DIFFUSE</STRONG>			      Equivalent to calling <STRONG>glMaterial</STRONG> twice			      with the same parameter values, once			      with <STRONG>GL_AMBIENT</STRONG> and once with			      <STRONG>GL_DIFFUSE</STRONG>.	  <STRONG>GL_COLOR_INDEXES</STRONG>    <EM>params</EM> contains three integer or			      floating-point values specifying the			      color indices for	ambient, diffuse, and			      specular lighting.  These	three values,			      and <STRONG>GL_SHININESS</STRONG>,	are the	only material			      values used by the color index mode			      lighting equation.  Refer	to the			      <STRONG>glLightModel</STRONG> reference page for a			      discussion of color index	lighting.     <STRONG>NOTES</STRONG>	  The material parameters can be updated at any	time.  In	  particular, <STRONG>glMaterial</STRONG> can be	called between a call to	  <STRONG>glBegin</STRONG> and the corresponding	call to	<STRONG>glEnd</STRONG>.	If only	a	  single material parameter is to be changed per vertex,	  however, <STRONG>glColorMaterial</STRONG> is preferred	over <STRONG>glMaterial</STRONG>	(see	  <STRONG>glColorMaterial</STRONG>).     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if either <EM>face</EM> or <EM>pname</EM> is not	  an accepted value.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if a specular exponent outside	  the range [0,128] is specified.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>glGetMaterial</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glColorMaterial</STRONG>, <STRONG>glLight</STRONG>, <STRONG>glLightModel</STRONG></PRE></BODY></HTML>

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -