ggggllllFFFFrrrraaaaggggmmmmeeeennnnttttLLLLiiiigggghhhhttttMMMMooooddddeeeellllffffvvvvSSSSGGGGIIIIXXXX,,,, ggggllllFFFFrrrraaaaggggmmmmeeeennnnttttLLLLiiiigggghhhhttttMMMMooooddddeeeelllliiiivvvvSSSSGGGGIIIIXXXX - set the lighting
GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____NNNNOOOORRRRMMMMAAAALLLL____IIIINNNNTTTTEEEERRRRPPPPOOOOLLLLAAAATTTTIIIIOOOONNNN____SSSSGGGGIIIIXXXX, and
GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____TTTTWWWWOOOO____SSSSIIIIDDDDEEEE____SSSSGGGGIIIIXXXX are accepted.
_p_a_r_a_m Specifies the value that _p_a_r_a_m will be set to.
GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____NNNNOOOORRRRMMMMAAAALLLL____IIIINNNNTTTTEEEERRRRPPPPOOOOLLLLAAAATTTTIIIIOOOONNNN____SSSSGGGGIIIIXXXX, and
GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____TTTTWWWWOOOO____SSSSIIIIDDDDEEEE____SSSSGGGGIIIIXXXX are accepted.
_p_a_r_a_m_s
Specifies a pointer to the value or values that _p_a_r_a_m_s will be set
to.
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
ggggllllFFFFrrrraaaaggggmmmmeeeennnnttttLLLLiiiigggghhhhttttMMMMooooddddeeeellll sets the lighting model parameter. _p_n_a_m_e names a
parameter and _p_a_r_a_m_s gives the new value. There are three lighting model
fragment to the light source and on light source direction, spread
exponent, and spread cutoff angle. All dot products are replaced with 0
if they evaluate to a negative value.
The alpha component of the resulting lighted color is set to the alpha
value of the material diffuse reflectance.
In color index mode, the value of the lighted index of a fragment ranges
from the ambient to the specular values passed to ggggllllFFFFrrrraaaaggggmmmmeeeennnnttttMMMMaaaatttteeeerrrriiiiaaaallll
using GGGGLLLL____CCCCOOOOLLLLOOOORRRR____IIIINNNNDDDDEEEEXXXXEEEESSSS. Diffuse and specular coefficients, computed with
a (.30, .59, .11) weighting of the lights' colors, the shininess of the
material, and the same reflection and attenuation equations as in the
RGBA case, determine how much above ambient the resulting index is.
EEEERRRRRRRROOOORRRRSSSS
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____EEEENNNNUUUUMMMM is generated if _p_n_a_m_e is not an accepted value.
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____OOOOPPPPEEEERRRRAAAATTTTIIIIOOOONNNN is generated if ggggllllFFFFrrrraaaaggggmmmmeeeennnnttttLLLLiiiigggghhhhttttMMMMooooddddeeeellll is executed
between the execution of ggggllllBBBBeeeeggggiiiinnnn and the corresponding execution of
ggggllllGGGGeeeetttt with argument GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____AAAAMMMMBBBBIIIIEEEENNNNTTTT____SSSSGGGGIIIIXXXX
ggggllllGGGGeeeetttt with argument GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____LLLLOOOOCCCCAAAALLLL____VVVVIIIIEEEEWWWWEEEERRRR____SSSSGGGGIIIIXXXX
ggggllllGGGGeeeetttt with argument GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____NNNNOOOORRRRMMMMAAAALLLL____IIIINNNNTTTTEEEERRRRPPPPOOOOLLLLAAAATTTTIIIIOOOONNNN____SSSSGGGGIIIIXXXX
ggggllllGGGGeeeetttt with argument GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____TTTTWWWWOOOO____SSSSIIIIDDDDEEEE____SSSSGGGGIIIIXXXX
ggggllllIIIIssssEEEEnnnnaaaabbbblllleeeedddd with argument GGGGLLLL____FFFFRRRRAAAAGGGGMMMMEEEENNNNTTTT____LLLLIIIIGGGGHHHHTTTTIIIINNNNGGGG____SSSSGGGGIIIIXXXX
The SSSSGGGGIIIIXXXX____ffffrrrraaaaggggmmmmeeeennnntttt____lllliiiigggghhhhttttiiiinnnngggg extension is supported only on OOOOccccttttaaaannnneeee2222 VVVVPPPPrrrroooo
systems.
On OOOOccccttttaaaannnneeee2222 VVVVPPPPrrrroooo systems, use of the texture q coordinate to achieve
projective texture effects will be processed on a per-vertex basis
instead of a per-pixel basis, unless the the texture matrix is set up to
be projective. (A projective texture matrix is defined to be one in
which any of the 13th, 14th or 15th elements is non-zero.) In addition,
if either two-sided lighting or fragment lighting is in effect,
projective texture effects will always be processed on a per-vertex