glLight

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GLLIGHT(3G)							  GLLIGHT(3G)



NAME
       glLightf, glLighti, glLightfv, glLightiv - set light source parameters


C SPECIFICATION
       void glLightf( GLenum light,
		      GLenum pname,
		      GLfloat param )
       void glLighti( GLenum light,
		      GLenum pname,
		      GLint param )


PARAMETERS
       light   Specifies a light.  The number of lights depends on the imple-
	       mentation,  but at least eight lights are supported.  They are
	       identified by symbolic names of the form GL_LIGHTi where 0 ≤ i
	       < GL_MAX_LIGHTS.

       pname   Specifies  a  single-valued  light source parameter for light.
	       GL_SPOT_EXPONENT,   GL_SPOT_CUTOFF,   GL_CONSTANT_ATTENUATION,
	       GL_LINEAR_ATTENUATION,	 and   GL_QUADRATIC_ATTENUATION	  are
	       accepted.

       param   Specifies the value that parameter pname of light source light
	       will be set to.

C SPECIFICATION
       void glLightfv( GLenum light,
		       GLenum pname,
		       const GLfloat *params )
       void glLightiv( GLenum light,
		       GLenum pname,
		       const GLint *params )


PARAMETERS
       light  Specifies	 a light.  The number of lights depends on the imple-
	      mentation, but at least eight lights are supported.   They  are
	      identified  by symbolic names of the form GL_LIGHTi where 0 ≤ i
	      < GL_MAX_LIGHTS.

       pname  Specifies a light	 source	 parameter  for	 light.	  GL_AMBIENT,
	      GL_DIFFUSE,     GL_SPECULAR,    GL_POSITION,    GL_SPOT_CUTOFF,
	      GL_SPOT_DIRECTION,  GL_SPOT_EXPONENT,  GL_CONSTANT_ATTENUATION,
	      GL_LINEAR_ATTENUATION,	and    GL_QUADRATIC_ATTENUATION	  are
	      accepted.

       params Specifies a pointer to the value or values that parameter pname
	      of light source light will be set to.

DESCRIPTION
       glLight	sets the values of individual light source parameters.	light
       names the light and is a symbolic name of the form GL_LIGHTi, where  0
       ≤  i < GL_MAX_LIGHTS.  pname specifies one of ten light source parame-
       ters, again by symbolic name.  params is either a single	 value	or  a
       pointer to an array that contains the new values.

       To   enable  and	 disable  lighting  calculation,  call	glEnable  and
       glDisable with argument GL_LIGHTING. Lighting is	 initially  disabled.
       When  it	 is enabled, light sources that are enabled contribute to the
       lighting calculation.  Light source i is enabled	 and  disabled	using
       glEnable and glDisable with argument GL_LIGHTi.

       The ten light parameters are as follows:

       GL_AMBIENT	   params  contains  four  integer  or floating-point
			   values that specify the ambient RGBA intensity  of
			   the	light.	 Integer  values  are mapped linearly
			   such that the most  positive	 representable	value
			   maps	 to  1.0, and the most negative representable
			   value maps to  -1.0.	  Floating-point  values  are
			   mapped  directly.   Neither	integer nor floating-
			   point values are  clamped.	The  initial  ambient
			   light intensity is (0, 0, 0, 1).

       GL_DIFFUSE	   params  contains  four  integer  or floating-point
			   values that specify the diffuse RGBA intensity  of
			   the	light.	 Integer  values  are mapped linearly
			   such that the most  positive	 representable	value
			   maps	 to  1.0, and the most negative representable
			   value maps to  -1.0.	  Floating-point  values  are
			   mapped  directly.   Neither	integer nor floating-
			   point values are clamped.  The initial  value  for
			   GL_LIGHT0  is  (1, 1, 1, 1); for other lights, the
			   initial value is (0, 0, 0, 0).

       GL_SPECULAR	   params contains  four  integer  or  floating-point
			   values that specify the specular RGBA intensity of
			   the light.  Integer	values	are  mapped  linearly
			   such	 that  the  most positive representable value
			   maps to 1.0, and the most  negative	representable
			   value  maps	to  -1.0.   Floating-point values are
			   mapped directly.  Neither  integer  nor  floating-
			   point  values  are clamped.	The initial value for
			   GL_LIGHT0 is (1, 1, 1, 1); for other	 lights,  the
			   initial value is (0, 0, 0, 0).

       GL_POSITION	   params  contains  four  integer  or floating-point
			   values that specify the position of the  light  in
			   homogeneous	object coordinates.  Both integer and
			   floating-point values are mapped  directly.	 Nei-
			   ther	  integer   nor	  floating-point  values  are
			   clamped.

			   The	position  is  transformed  by  the  modelview
			   matrix  when glLight is called (just as if it were
			   a point), and it is stored in eye coordinates.  If
			   the w component of the position is 0, the light is
			   treated as  a  directional  source.	 Diffuse  and
			   specular  lighting  calculations  take the light’s
			   direction,  but  not	 its  actual  position,	 into
			   account,  and attenuation is disabled.  Otherwise,
			   diffuse and	specular  lighting  calculations  are
			   based  on  the actual location of the light in eye
			   coordinates, and attenuation is enabled.  The ini-
			   tial	 position  is (0, 0, 1, 0); thus, the initial
			   light source is directional, parallel to,  and  in
			   the direction of the −z axis.

       GL_SPOT_DIRECTION   params  contains  three  integer or floating-point
			   values that specify the direction of the light  in
			   homogeneous	object coordinates.  Both integer and
			   floating-point values are mapped  directly.	 Nei-
			   ther	  integer   nor	  floating-point  values  are
			   clamped.

			   The spot direction is transformed by	 the  inverse
			   of  the  modelview  matrix  when glLight is called
			   (just as if it were a normal), and it is stored in
			   eye	coordinates.   It  is  significant  only when
			   GL_SPOT_CUTOFF is not 180, which it is  initially.
			   The initial direction is (0, 0, -1).

       GL_SPOT_EXPONENT	   params is a single integer or floating-point value
			   that specifies the intensity distribution  of  the
			   light.   Integer  and  floating-point  values  are
			   mapped directly.  Only values in the range [0,128]
			   are accepted.

			   Effective  light  intensity	is  attenuated by the
			   cosine of the angle between the direction  of  the
			   light and the direction from the light to the ver-
			   tex being lighted, raised to the power of the spot
			   exponent.  Thus, higher spot exponents result in a
			   more focused light source, regardless of the	 spot
			   cutoff angle (see GL_SPOT_CUTOFF, next paragraph).
			   The initial spot exponent is 0, resulting in	 uni-
			   form light distribution.

       GL_SPOT_CUTOFF	   params is a single integer or floating-point value
			   that specifies the maximum spread angle of a light
			   source.   Integer  and  floating-point  values are
			   mapped directly.  Only values in the range  [0,90]
			   and	the  special  value 180 are accepted.  If the
			   angle between the direction of the light  and  the
			   direction  from  the	 light	to  the	 vertex being
			   lighted is greater than the spot cutoff angle, the
			   light is completely masked.	Otherwise, its inten-
			   sity is controlled by the spot  exponent  and  the
			   attenuation	factors.   The initial spot cutoff is
			   180, resulting in uniform light distribution.

       GL_CONSTANT_ATTENUATION

       GL_LINEAR_ATTENUATION

       GL_QUADRATIC_ATTENUATION
			   params is a single integer or floating-point value
			   that	 specifies one of the three light attenuation
			   factors.  Integer and  floating-point  values  are
			   mapped  directly.   Only  nonnegative  values  are
			   accepted.  If the light is positional, rather than
			   directional,	 its  intensity	 is attenuated by the
			   reciprocal of the sum of the constant factor,  the
			   linear factor times the distance between the light
			   and the vertex being lighted,  and  the  quadratic
			   factor times the square of the same distance.  The
			   initial attenuation factors are (1, 0, 0), result-
			   ing in no attenuation.

NOTES
       It is always the case that GL_LIGHTi = GL_LIGHT0 + i.

ERRORS
       GL_INVALID_ENUM	is  generated  if  either  light  or  pname is not an
       accepted value.

       GL_INVALID_VALUE is generated if a spot exponent	 value	is  specified
       outside	the range [0,128], or if spot cutoff is specified outside the
       range [0,90] (except for the special value  180),  or  if  a  negative
       attenuation factor is specified.

       GL_INVALID_OPERATION  is	 generated if glLight is executed between the
       execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
       glGetLight
       glIsEnabled with argument GL_LIGHTING

SEE ALSO
       glColorMaterial(3G), glLightModel(3G), glMaterial(3G)



								  GLLIGHT(3G)