Gambas Documentation - /comp/gb.opengl/gl/materialiv

/comp/gb.opengl/gl/materialiv

# 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 -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).

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 -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).

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 -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).

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 -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 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 0 128 is specified.

### Associated Gets

Gl.GetMaterial

### See also

- Gl.ColorMaterial,

Gl.Light, Gl.LightModel

See original documentation on OpenGL website