ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeellllffff,,,, ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeelllliiii,,,, ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeellllffffvvvv,,,, ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeelllliiiivvvv - set the
_p_n_a_m_e Specifies a single-valued lighting model parameter.
GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____LLLLOOOOCCCCAAAALLLL____VVVVIIIIEEEEWWWWEEEERRRR, GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____CCCCOOOOLLLLOOOORRRR____CCCCOOOONNNNTTTTRRRROOOOLLLL, and
GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____TTTTWWWWOOOO____SSSSIIIIDDDDEEEE are accepted.
_p_a_r_a_m Specifies the value that _p_a_r_a_m will be set to.
Specifies a lighting model parameter. GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____AAAAMMMMBBBBIIIIEEEENNNNTTTT,
GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____CCCCOOOOLLLLOOOORRRR____CCCCOOOONNNNTTTTRRRROOOOLLLL, GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____LLLLOOOOCCCCAAAALLLL____VVVVIIIIEEEEWWWWEEEERRRR, and
GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____TTTTWWWWOOOO____SSSSIIIIDDDDEEEE 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
ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeellll 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
_p_a_r_a_m_s must be either GGGGLLLL____SSSSEEEEPPPPAAAARRRRAAAATTTTEEEE____SSSSPPPPEEEECCCCUUUULLLLAAAARRRR____CCCCOOOOLLLLOOOORRRR or
GGGGLLLL____SSSSIIIINNNNGGGGLLLLEEEE____CCCCOOOOLLLLOOOORRRR. GGGGLLLL____SSSSIIIINNNNGGGGLLLLEEEE____CCCCOOOOLLLLOOOORRRR specifies that a single color
is generated from the lighting computation for a vertex.
GGGGLLLL____SSSSEEEEPPPPAAAARRRRAAAATTTTEEEE____SSSSPPPPEEEECCCCUUUULLLLAAAARRRR____CCCCOOOOLLLLOOOORRRR specifies that the specular color
computation of lighting be stored separately from the remainder
of the lighting computation. The specular color is summed into
the generated fragment's color after the application of texture
mapping (if enabled). The initial value is GGGGLLLL____SSSSIIIINNNNGGGGLLLLEEEE____CCCCOOOOLLLLOOOORRRR.
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 vertex ranges
from the ambient to the specular values passed to ggggllllMMMMaaaatttteeeerrrriiiiaaaallll 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.
NNNNOOOOTTTTEEEESSSS
GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____CCCCOOOOLLLLOOOORRRR____CCCCOOOONNNNTTTTRRRROOOOLLLL is available only if the GL version is 1.2
or greater.
EEEERRRRRRRROOOORRRRSSSS
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____EEEENNNNUUUUMMMM is generated if _p_n_a_m_e is not an accepted value.
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____EEEENNNNUUUUMMMM is generated if _p_n_a_m_e is GGGGLLLL____LLLLIIIIGGGGHHHHTTTT____MMMMOOOODDDDEEEELLLL____CCCCOOOOLLLLOOOORRRR____CCCCOOOONNNNTTTTRRRROOOOLLLL and
_p_a_r_a_m_s is not one of GGGGLLLL____SSSSIIIINNNNGGGGLLLLEEEE____CCCCOOOOLLLLOOOORRRR or GGGGLLLL____SSSSEEEEPPPPAAAARRRRAAAATTTTEEEE____SSSSPPPPEEEECCCCUUUULLLLAAAARRRR____CCCCOOOOLLLLOOOORRRR.
GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____OOOOPPPPEEEERRRRAAAATTTTIIIIOOOONNNN is generated if ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeellll is executed between the
execution of ggggllllBBBBeeeeggggiiiinnnn and the corresponding execution of ggggllllEEEEnnnndddd.
On OOOOccccttttaaaannnneeee2222 VVVVPPPPrrrroooo systems, ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeellll with GGGGLLLL____SSSSEEEEPPPPAAAARRRRAAAATTTTEEEE____SSSSPPPPEEEECCCCUUUULLLLAAAARRRR____CCCCOOOOLLLLOOOORRRR is
not compatible with fragment lighting. If fragment lighting is enabled,
it will override the separate specular color light model.
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