|
Lighting in OpenGL
An Introduction |
|
Prof. David Bernstein
|
| Computer Science Department |
| bernstdh@jmu.edu |
void glMaterial*(GLenum face, GLenum name, TYPE value)
GLenum is GL_FRONT,
GL_BACK, or GL_FRONT_AND_BACK
GL_AMBIENT, GL_DIFFUSE,
GL_AMBIENT_AND_DIFFUSE, or
GL_SPECULAR
GL_SHININESS
GLfloat
GL_EMISSION
void glLight*(GLenum light, GLenum name, TYPE value)
light is GL_LIGHT0 ...
GL_LIGHT7
GL_AMBIENT, GL_DIFFUSE, or
GL_SPECULAR
GL_POSITION
GL_CONSTANT_ATTENUATION,
GL_LINEAR_ATTENUATION, or
GL_QUADRATIC_ATTENUATION
GLfloat
GL_SPOT_CUTOFF
GL_SPOT_DIRECTION
GL_SPOT_EXPONENT
GLfloat
void glLightModel*(GLenum name, TYPE value)
GL_LIGHT_MODEL_AMBIENT
GL_LIGHT_MODEL_LOCAL_VIEWER
GL_TRUE for a local viewer
GL_FALSE for a viewer at infinity
GL_LIGHT_MODEL_TWO_SIDE
GL_TRUE to light both sides
or GL_FALSE to light the front
GL_LIGHT_MODEL_COLOR_CONTROL
GL_SINGLE_COLOR or
GL_SEPARATE_SPECULAR_COLORS
glEnable(GL_LIGHTING)
void glEnable(GLenum light)
light is GL_LIGHT0 ...
GL_LIGHT7