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## GLLIGHTIndex## NAMEglLightf, glLighti, glLightfv, glLightiv
- set light source parameters
## C SPECIFICATIONvoid f3glLightffP( GLenum fIlightfP,GLenum fIpnamefP, GLint fIparamfP ) ## PARAMETERS- f2lightfP
- Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form %f3GL_LIGHTfP$i$ where 0 (<= $ i $ < %f3GL_MAX_LIGHTSfP.
- f2pnamefP
- Specifies a single-valued light source parameter for f2lightfP. %f3GL_SPOT_EXPONENTfP, %f3GL_SPOT_CUTOFFfP, %f3GL_CONSTANT_ATTENUATIONfP, %f3GL_LINEAR_ATTENUATIONfP, and %f3GL_QUADRATIC_ATTENUATIONfP are accepted.
- f2paramfP
- Specifies the value that parameter f2pnamefP of light source f2lightfP will be set to.
## C SPECIFICATIONvoid f3glLightfvfP( GLenum fIlightfP,GLenum fIpnamefP, const GLint fI*paramsfP ) ## PARAMETERS- f2lightfP
- Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form %f3GL_LIGHTfP$i$ where 0 (<= $ i $ < %f3GL_MAX_LIGHTSfP.
- f2pnamefP
- Specifies a light source parameter for f2lightfP. %f3GL_AMBIENTfP, %f3GL_DIFFUSEfP, %f3GL_SPECULARfP, %f3GL_POSITIONfP, %f3GL_SPOT_CUTOFFfP, %f3GL_SPOT_DIRECTIONfP, %f3GL_SPOT_EXPONENTfP, %f3GL_CONSTANT_ATTENUATIONfP, %f3GL_LINEAR_ATTENUATIONfP, and %f3GL_QUADRATIC_ATTENUATIONfP are accepted.
- f2paramsfP
- Specifies a pointer to the value or values that parameter f2pnamefP of light source f2lightfP will be set to.
## DESCRIPTION%f3glLightfP sets the values of individual light source parameters. f2lightfP names the light and is a symbolic name of the form %f3GL_LIGHTfP$i$, where 0 (<= i < %f3GL_MAX_LIGHTSfP. f2pnamefP specifies one of ten light source parameters, again by symbolic name. f2paramsfP is either a single value or a pointer to an array that contains the new values. To enable and disable lighting calculation, call %f3glEnablefP and %f3glDisablefP with argument %f3GL_LIGHTINGfP. 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 %f3glEnablefP and %f3glDisablefP with argument %f3GL_LIGHTfP$i$. The ten light parameters are as follows:- %f3GL_AMBIENTfP
- f2paramsfP 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).
- %f3GL_DIFFUSEfP
- f2paramsfP 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 %f3GL_LIGHT0fP is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 0).
- %f3GL_SPECULARfP
- f2paramsfP 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 %f3GL_LIGHT0fP is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 0).
- %f3GL_POSITIONfP
- f2paramsfP 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. Neither integer nor floating-point values are clamped.
- The position is transformed by the modelview matrix when %f3glLightfP 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 initial position is (0, 0, 1, 0); thus, the initial light source is directional, parallel to, and in the direction of the $-z$ axis.
- %f3GL_SPOT_DIRECTIONfP
- f2paramsfP 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. Neither integer nor floating-point values are clamped.
- The spot direction is transformed by the inverse of the modelview matrix when %f3glLightfP is called (just as if it were a normal), and it is stored in eye coordinates. It is significant only when %f3GL_SPOT_CUTOFFfP is not 180, which it is initially. The initial direction is (0, 0, -1).
- %f3GL_SPOT_EXPONENTfP
- f2paramsfP 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 vertex 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 %f3GL_SPOT_CUTOFFfP, next paragraph). The initial spot exponent is 0, resulting in uniform light distribution.
- %f3GL_SPOT_CUTOFFfP
- f2paramsfP 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 intensity is controlled by the spot exponent and the attenuation factors. The initial spot cutoff is 180, resulting in uniform light distribution.
- %f3GL_CONSTANT_ATTENUATIONfP
- %f3GL_LINEAR_ATTENUATION fP
- %f3GL_QUADRATIC_ATTENUATIONfP
- f2paramsfP 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), resulting in no attenuation.
## NOTESIt is always the case that %f3GL_LIGHTfP$i$ = %f3GL_LIGHT0fP + $i$.## ERRORS%f3GL_INVALID_ENUMfP is generated if either f2lightfP or f2pnamefP is not an accepted value. %f3GL_INVALID_VALUEfP 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. %f3GL_INVALID_OPERATIONfP is generated if %f3glLightfP is executed between the execution of %f3glBeginfP and the corresponding execution of %f3glEndfP.## ASSOCIATED GETS%f3glGetLightfP%f3glIsEnabledfP with argument %f3GL_LIGHTINGfP ## SEE ALSO%f3glColorMaterial(3G)fP, %f3glLightModel(3G)fP, %f3glMaterial(3G)fP
## Index |