lmbind(3G) lmbind(3G)
lmbind - selects a new material, light source, or lighting model
void lmbind(target, index)
short target, index;
target expects one of these symbolic constants: MATERIAL, BACKMATERIAL,
LIGHT0, LIGHT1, LIGHT2, LIGHT3, LIGHT4, LIGHT5, LIGHT6, LIGHT7,
or LMODEL.
index expects the name of a material (if target is MATERIAL or
BACKMATERIAL), a light source (if target is one of LIGHT0
through LIGHT7), or a lighting model (if target is LMODEL).
Name is the index passed to lmdef when the material, light
source, or lighting model was defined.
Lighting operation is controlled by eleven lighting resources, each of
which has a symbolic constant as a name. lmbind binds a material, light
source, or lighting model definition to one of these eleven lighting
resources. Its first argument, target, takes the symbolic name of a
lighting resource. Its second argument, index, takes the name of a
lighting definition to be bound to that resource. index specifies a
material definition if target is MATERIAL or BACKMATERIAL, a light source
definition if target is LIGHT0 through LIGHT7, or a lighting model
definition if target is LMODEL.
Two of these resources, MATERIAL and LMODEL, are special, in that they
together determine whether lighting calculations are made or not.
Lighting calculations are enabled when a material definition other than
material 0 is bound to MATERIAL, and a lighting model definition other
than model 0 is bound to LMODEL. When either MATERIAL is bound to
material definition 0, or LMODEL is bound to lighting model definition 0,
all lighting calculations are disabled.
Thus, for example, lighting is defined and enabled in the most primitive
way by the following code sequence:
lmdef(DEFMATERIAL,1,0,nullarray);
lmdef(DEFLMODEL,1,0,nullarray);
lmbind(MATERIAL,1);
lmbind(LMODEL,1);
This primitive lighting model is disabled efficiently by simple binding
material 0 to MATERIAL.
lmbind(MATERIAL,0);
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lmbind(3G) lmbind(3G)
A lighting definition is unbound from a lighting resource only when
another definition is bound to that resource. Changes made to a lighting
definition while it is bound are effective immediately. By default all
eleven lighting resources are bound to definition 0. If lmbind is passed
a name that is not defined, definition 0 is bound to the specified
lighting resource.
The eight light sources, named LIGHT0 through LIGHT7, are enabled when
bound to a light source definition other than 0. Light source positions
are transformed by the current ModelView matrix when the source is bound.
The object-coordinate position of the light source is maintained in the
definition so that subsequent bindings are transformed from it, rather
than from the previously transformed position. A light source definition
cannot be bound to more than one lighting resource in a single window.
The default lighting model uses only a single material, namely the
material definition that is bound to MATERIAL. Likewise, when a lighting
model with TWOSIDE specified is bound, MATERIAL is used for both front
and back facing polygons if BACKMATERIAL is bound to material definition
0. However, if a material definition other than 0 is bound to
BACKMATERIAL, two-sided lighting uses MATERIAL for frontfacing polygons
and BACKMATERIAL for backfacing polygons. In all cases points, lines,
and characters are lighted using MATERIAL.
Lighting models use only material and light properties that are
appropriate to them. Other properties, such as color map mode properties
while the current framebuffer is in RGB mode, are ignored.
lmcolor, lmdef, mmode, n, nmode
Lighting requires that the matrix mode be multi-matrix. It does not
operate correctly while mmode is MSINGLE.
Indigo ELAN, XS, XS-24 and XZ family requires a gconfig call before
lmbind is called, this is especially true to render in RGBmode. IRIS-4D
G, GT, and GTX models, and the Personal Iris, do not support two-sided
lighting, and therefore do not support light resource BACKMATERIAL.
It is a common error to bind a light source when an inappropriate
ModelView matrix is on the stack. Be careful!
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