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glLightModel
Chapter 10
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params is a single integer or floating-point value that specifies how specular reflection
angles are computed. If params is 0 (or 0.0), specular reflection angles take the view
direction to be parallel to and in the direction of the - Z axis, regardless of the location of
the vertex in eye coordinates. Otherwise, specular reflections are computed from the
origin of the eye coordinate system. The initial value is 0.
GL_LIGHT_MODEL_TWO_SIDE
params is a single integer or floating-point value that specifies whether one- or two-sided
lighting calculations are done for polygons. It has no effect on the lighting calculations
for points, lines, or bitmaps. If params is 0 (or 0.0), one-sided lighting is specified, and
only the front material parameters 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 parameters, 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 intensity, 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 vertex-to-eye and vertex-to-light vectors,
raised to the power of the shininess of the material. All three light source contributions
are attenuated 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 negative 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.
Errors
•
GL_INVALID_ENUM is generated if pname is not an accepted value.
•
GL_INVALID_OPERATION is generated if glLightModel is executed between the
execution of glBegin and the corresponding execution of glEnd.
Associated Gets
glGet with argument GL_LIGHT_MODEL_AMBIENT
glGet with argument GL_LIGHT_MODEL_LOCAL_VIEWER
glGet with argument GL_LIGHT_MODEL_TWO_SIDE
glIsEnabled with argument GL_LIGHTING
Summary of Contents for c3700 - Workstation
Page 9: ...Chapter 1 9 1 A ...
Page 18: ...A glArrayElement Chapter 1 18 glNormalPointer glTexCoordPointer glVertexPointer ...
Page 19: ...Chapter 2 19 2 B ...
Page 40: ...B gluBuild2DMipmaps Chapter 2 40 ...
Page 41: ...Chapter 3 41 3 C ...
Page 49: ...C glXChooseVisual Chapter 3 49 See Also glXCreateContext glXGetConfig ...
Page 73: ...C glCopyPixels Chapter 3 73 glReadBuffer glReadPixels glStencilFunc ...
Page 84: ...C glCopyTexSubImage2D Chapter 3 84 glTexParameter glTexSubImage1D glTexSubImage2D ...
Page 93: ...Chapter 4 93 4 D ...
Page 99: ...D glDeleteTextures Chapter 4 99 glTexImage1D glTexImage2D glTexParameter ...
Page 127: ...Chapter 5 127 5 E ...
Page 148: ...E glEvalPoint Chapter 5 148 ...
Page 149: ...Chapter 6 149 6 F ...
Page 161: ...Chapter 7 161 7 G ...
Page 164: ...G glGenTextures Chapter 7 164 glTexImage1D glTexImage2D glTexParameter ...
Page 207: ...G glGetPointer Chapter 7 207 glSelectBuffer glTexCoordPointer glVertexPointer ...
Page 225: ...Chapter 8 225 8 H ...
Page 228: ...H glHint Chapter 8 228 ...
Page 229: ...Chapter 9 229 9 I ...
Page 248: ...I glIsTexture Chapter 9 248 ...
Page 249: ...Chapter 10 249 10 L ...
Page 256: ...L glLightModel Chapter 10 256 See Also glLight glMaterial ...
Page 271: ...Chapter 11 271 11 M ...
Page 291: ...Chapter 12 291 12 N ...
Page 312: ...N gluNurbsSurface Chapter 12 312 ...
Page 313: ...Chapter 13 313 13 O ...
Page 317: ...Chapter 14 317 14 P ...
Page 360: ...P glPushName Chapter 14 360 See Also glInitNames glLoadName glRenderMode glSelectBuffer ...
Page 362: ...P gluPwlCurve Chapter 14 362 ...
Page 363: ...Chapter 15 363 15 Q ...
Page 372: ...Q glXQueryVersion Chapter 15 372 glXQueryVersion ...
Page 373: ...Chapter 16 373 16 R ...
Page 390: ...R glRotate Chapter 16 390 ...
Page 391: ...Chapter 17 391 17 S ...
Page 397: ...S glScissor Chapter 17 397 See Also glEnable glViewport ...
Page 409: ...Chapter 18 409 18 T ...
Page 448: ...T glTexImage3DEXT Chapter 18 448 glTexGen glTexImage1D glTexImage2D glTexParameter ...
Page 457: ...T glTexSubImage1D Chapter 18 457 glTexImage2D glTexParameter glTexSubImage2D ...
Page 465: ...T glTranslate Chapter 18 465 See Also glMatrixMode glMultMatrix glPushMatrix glScale ...
Page 466: ...T glTranslate Chapter 18 466 ...
Page 467: ...Chapter 19 467 19 U ...
Page 469: ...U gluUnProject Chapter 19 469 See Also glGet gluProject ...
Page 471: ...U glXUseXFont Chapter 19 471 See Also glBitmap glXMakeCurrent ...
Page 472: ...U glXUseXFont Chapter 19 472 ...
Page 473: ...Chapter 20 473 20 V ...
Page 482: ...V glVisibilityBufferhp Chapter 20 482 ...
Page 483: ...Chapter 21 483 21 W ...
Page 486: ...W glXWaitX Chapter 21 486 ...