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EZ_DefineLightModel(3)		EZWGL Functions		EZ_DefineLightModel(3)

       EZ_DefineLightModel, EZ_BindLightModel -	define a lighting model

       #include	<EZ.h>

       EZ_LightModel *EZ_DefineLightModel(float	*parameters)
       void EZ_BindLightModel(EZ_LightModel *lmodel)

       parameters  Specifies material properties.

       lmodel Specifies	a pre-defined lighting model.

       EZ_DefineLightModel defines a lighting model based on the specified pa-
       rameters. The defined lighting model can	 later	be  bind  the  current
       lighting	model.

       parameters specifies an array of	floating point symbols and values that
       defines the lighting model properties.  parameters must contain	a  se-
       quence  of lighting symbols, each followed by the appropriate number of
       floating	point values.  The last	symbol must be EZ_NULL_F, which	is it-
       self not	followed by any	values.

       The symbols are:

	  EZ_LIGHT_MODEL_AMBIENT_F specifies the ambient color of the lighting
	  model, Must followed by 4 floats in the range	[0.0, 1.0] that	 spec-
	  ify the intensity of the RGBA	components of the ambient color.

	  EZ_LIGHT_MODEL_LOCAL_VIEWER_F	 specifies whether reflection calcula-
	  tions	are done based on a local or infinitely	distant	viewpoint.  It
	  must be followed by a	single floating	point value, which must	be ei-
	  ther 0.0 or 1.0.

	  EZ_LIGHT_MODEL_TWO_SIDE_F specifies  whether	lighting  calculations
	  are done assuming that only frontfacing polygons are visible,	or are
	  corrected for	each polygon based on whether  it  is  frontfacing  or
	  backfacing.  It  must	 be followed by	a single floating point	value,
	  which	must be	either 0.0 or 1.0. The value 1.0 specifies a  lighting
	  model	 that is correct for both frontfacing and backfacing polygons.
	  In this case,	vertex normals are reversed for	all vertices of	 back-
	  facing  polygons  and	 the back-material is used to color backfacing

       EZ_BindLightModel binds the specified pre-defined lighting model	to the
       current lighting	model.

       EZ_DefineLightSrc(3),	 EZ_DefineMaterial(3),	   EZ_BindLightSrc(3),

EZWGL							EZ_DefineLightModel(3)


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