gl.Material(face, pname, param)
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. See gl.LightModel 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, param
, specifies what value or values will be assigned to the specified
parameter. It can be single floating-point value or a table containing multiple floating-point values.
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
param
must be a table containing four floating-point values that specify the ambient RGBA reflectance of the material.
The initial ambient reflectance for both front- and back-facing materials is (0.2, 0.2, 0.2, 1.0).
#GL_DIFFUSE
param
must be a table containing four floating-point values that specify the diffuse RGBA reflectance of the material.
The initial diffuse reflectance for both front- and back-facing materials is (0.8, 0.8, 0.8, 1.0).
#GL_SPECULAR
param
must be a table containing four floating-point values that specify the specular RGBA reflectance of the material.
The initial specular reflectance for both front- and back-facing materials is (0, 0, 0, 1).
#GL_EMISSION
param
must be a table containing four floating-point values that specify the RGBA emitted light intensity of the material.
The initial emission intensity for both front- and back-facing materials is (0, 0, 0, 1).
#GL_SHININESS
param
must be a single floating-point value that specifies the RGBA specular exponent of the material. 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
gl.Material()
twice with the same parameter values, once with #GL_AMBIENT
and once with #GL_DIFFUSE
.
#GL_COLOR_INDEXES
param
must be a table containing three 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.
See gl.LightModel for a discussion of color index lighting.
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 for details.).
While the ambient, diffuse, specular and emission material parameters all have alpha components, only the diffuse alpha component is used in the lighting computation.
Please consult an OpenGL reference manual for more information.
#GL_FRONT
, #GL_BACK
, or #GL_FRONT_AND_BACK
pname
will be set to#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.