glMateriali function

TheglMateriali function specifies material parameters for the lighting model.

Syntax

void WINAPI glMateriali(
   GLenum face,
   GLenum pname,
   GLint  param
);

Parameters

face

The face or faces that are being updated. Must be one of the following: GL_FRONT, GL_BACK, or GL_FRONT and GL_BACK.

pname

The single-valued material parameter of the face or faces being updated. Must be GL_SHININESS.

Value Meaning
GL_SHININESS
The param parameter is a single integer that specifies the RGBA specular exponent of the material. Integer values are mapped directly. Only values in the range [0, 128] are accepted. The default specular exponent for both front-facing and back-facing materials is 0.

param

The value to which parameter GL_SHININESS will be set.

Return value

This function does not return a value.

Error codes

The following error codes can be retrieved by the glGetError function.

Name Meaning
GL_INVALID_ENUM
Either face or pname was not an accepted value.
GL_INVALID_VALUE
A specular exponent outside the range of [0, 128] was specified.

Remarks

The glMateriali function 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 glLightModel for details concerning one-sided and two-sided lighting calculations.

The glMateriali function 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 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 glLightModel.

The material parameters can be updated at any time. In particular, glMateriali can be called between a call to glBegin and the corresponding call to glEnd. If only a single material parameter is to be changed per vertex, however, glColorMaterial is preferred over glMateriali.

The following function retrieves information related to glMateriali:

glGetMaterial

Requirements

Requirement Value
Minimum supported client
Windows 2000 Professional [desktop apps only]
Minimum supported server
Windows 2000 Server [desktop apps only]
Header
Gl.h
Library
Opengl32.lib
DLL
Opengl32.dll

See also

glColorMaterial

glLight

glLightModel