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Man Pages


Manual Reference Pages  -  EZ_BINDMATERIAL (3)

NAME

EZ_DefineMaterial, EZ_BindMaterial - define material parameters

CONTENTS

Synopsis
Arguments
Description

SYNOPSIS


#include <EZ.h> 

EZ_Material *EZ_DefineMaterial(float *parameters) void EZ_BindMaterial(int face, EZ_Material *material)

ARGUMENTS

parameters Specifies material properties.

face Specifies a face, either EZ_FRONT or EZ_BACK or EZ_FRONT_AND_BACK.

material Specifies a pre-defined material.

DESCRIPTION

EZ_DefineMaterial defines a material based on the specified parameters. The defined material can later be bind to one of the two current materials.

parameters specifies an array of floating point symbols and values that defines the material properties. parameters must contain a sequence of lighting symbols, each followed by the appropriate number of floating point values. The last symbol must be EZ_NULL_F, which is itself not followed by any values.

The symbols are:

EZ_EMISSION_F specifies the emisive color of the material, must followed by 4 floats in the range [0.0, 1.0] that specify the intensity of the RGBA components of the color.

EZ_AMBIENT_F specifies the ambient color of the material, must followed by 4 floats in the range [0.0, 1.0] that specify the intensity of the RGBA components of the color.

EZ_DIFFUSE_F specifies the diffuse color of the material, must followed by 4 floats in the range [0.0, 1.0] that specify the intensity of the RGBA components of the color.

EZ_SPECULAR_F specifies the specular color of the material, must followed by 4 floats in the range [0.0, 1.0] that specify the intensity of the RGBA components of the color.

EZ_SHININESS_F specifies the shininess of the material, must followed by a non-negative floating point number that specifies the shininess exponent.

EZ_COLOR_INDICES_F specifies the indices that to be used for lighting calculations in index mode. Must be followed by three floats that specify the ambient, diffuse and specular color indices.

EZ_BindMaterial binds the specified pre-defined material to the specified current material.

SEE ALSO

EZ_DefineLightSrc(3), EZ_DefineLightModel(3), EZ_BindLightSrc(3), EZ_BindLightModel(3)
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EZWGL EZ_DEFINEMATERIAL (3)

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