void GLAPIENTRY glLightModelf( GLenum pname,
GLfloat param )
void GLAPIENTRY glLightModeli( GLenum pname,
GLint param )
PARAMETERS
pname Specifies a single-valued lighting model parameter.
GL_LIGHT_MODEL_LOCAL_VIEWER, GL_LIGHT_MODEL_COLOR_CONTROL, and
GL_LIGHT_MODEL_TWO_SIDE are accepted.
param Specifies the value that param will be set to.
C SPECIFICATION
void GLAPIENTRY glLightModelfv( GLenum pname,
const GLfloat *params )
void GLAPIENTRY glLightModeliv( GLenum pname,
const GLint *params )
PARAMETERS
pname Specifies a lighting model parameter. GL_LIGHT_MODEL_AMBIENT,
GL_LIGHT_MODEL_COLOR_CONTROL, GL_LIGHT_MODEL_LOCAL_VIEWER, and
GL_LIGHT_MODEL_TWO_SIDE are accepted.
params Specifies a pointer to the value or values that params will be
set to.
DESCRIPTION
glLightModel sets the lighting model parameter. pname names a parameter
and params gives the new value. There are three lighting model parame‐
ters:
GL_LIGHT_MODEL_AMBIENT
params contains four integer or floating-point values that
specify the ambient RGBA intensity of the entire scene. Inte‐
ger values are mapped linearly such that the most positive
representable value maps to 1.0, and the most negative repre‐
sentable value maps to -1.0. Floating-point values are mapped
directly. Neither integer nor floating-point values are
clamped. The initial ambient scene intensity is (0.2, 0.2,
0.2, 1.0).
GL_LIGHT_MODEL_COLOR_CONTROL
params must be either GL_SEPARATE_SPECULAR_COLOR or
GL_SINGLE_COLOR. GL_SINGLE_COLOR specifies that a single
color is generated from the lighting computation for a vertex.
GL_SEPARATE_SPECULAR_COLOR specifies that the specular color
computation of lighting be stored separately from the remain‐
der of the lighting computation. The specular color is summed
into the generated fragment's color after the application of
texture mapping (if enabled). The initial value is
GL_SINGLE_COLOR.
sided lighting is specified, and only the front material pa‐
rameters are used in the lighting equation. Otherwise, two-
sided lighting is specified. In this case, vertices of back-
facing polygons are lighted using the back material parame‐
ters, and have their normals reversed before the lighting
equation is evaluated. Vertices of front-facing polygons are
always lighted using the front material parameters, with no
change to their normals. The initial value is 0.
In RGBA mode, the lighted color of a vertex is the sum of the material
emission intensity, the product of the material ambient reflectance and
the lighting model full-scene ambient intensity, and the contribution of
each enabled light source. Each light source contributes the sum of
three terms: ambient, diffuse, and specular. The ambient light source
contribution is the product of the material ambient reflectance and the
light's ambient intensity. The diffuse light source contribution is the
product of the material diffuse reflectance, the light's diffuse inten‐
sity, and the dot product of the vertex's normal with the normalized
vector from the vertex to the light source. The specular light source
contribution is the product of the material specular reflectance, the
light's specular intensity, and the dot product of the normalized ver‐
tex-to-eye and vertex-to-light vectors, raised to the power of the
shininess of the material. All three light source contributions are at‐
tenuated equally based on the distance from the vertex to the light
source and on light source direction, spread exponent, and spread cutoff
angle. All dot products are replaced with 0 if they evaluate to a nega‐
tive value.
The alpha component of the resulting lighted color is set to the alpha
value of the material diffuse reflectance.
In color index mode, the value of the lighted index of a vertex ranges
from the ambient to the specular values passed to glMaterial using
GL_COLOR_INDEXES. Diffuse and specular coefficients, computed with a
(.30, .59, .11) weighting of the lights' colors, the shininess of the
material, and the same reflection and attenuation equations as in the
RGBA case, determine how much above ambient the resulting index is.
NOTES
GL_LIGHT_MODEL_COLOR_CONTROL is available only if the GL version is 1.2
or greater.
ERRORS
GL_INVALID_ENUM is generated if pname is not an accepted value.
GL_INVALID_ENUM is generated if pname is GL_LIGHT_MODEL_COLOR_CONTROL
and params is not one of GL_SINGLE_COLOR or GL_SEPARATE_SPECULAR_COLOR.
GL_INVALID_OPERATION is generated if glLightModel is executed between
the execution of glBegin and the corresponding execution of glEnd.
ASSOCIATED GETS
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