_f_a_c_e Specifies which face or faces are being updated. Must be one of
GGGGLLLL____FFFFRRRROOOONNNNTTTT, GGGGLLLL____BBBBAAAACCCCKKKK, or GGGGLLLL____FFFFRRRROOOONNNNTTTT____AAAANNNNDDDD____BBBBAAAACCCCKKKK.
_p_n_a_m_e
Specifies the material parameter of the face or faces that is being
updated. Must be one of GGGGLLLL____AAAAMMMMBBBBIIIIEEEENNNNTTTT, GGGGLLLL____DDDDIIIIFFFFFFFFUUUUSSSSEEEE, GGGGLLLL____SSSSPPPPEEEECCCCUUUULLLLAAAARRRR,
GGGGLLLL____EEEEMMMMIIIISSSSSSSSIIIIOOOONNNN, GGGGLLLL____SSSSHHHHIIIINNNNIIIINNNNEEEESSSSSSSS, GGGGLLLL____AAAAMMMMBBBBIIIIEEEENNNNTTTT____AAAANNNNDDDD____DDDDIIIIFFFFFFFFUUUUSSSSEEEE, or
polygons only when two-sided lighting is enabled. Refer to the
ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeellll reference page for details concerning one- and two-sided
lighting calculations.
ggggllllMMMMaaaatttteeeerrrriiiiaaaallll takes three arguments. The first, _f_a_c_e, specifies whether the
GGGGLLLL____FFFFRRRROOOONNNNTTTT materials, the GGGGLLLL____BBBBAAAACCCCKKKK materials, or both GGGGLLLL____FFFFRRRROOOONNNNTTTT____AAAANNNNDDDD____BBBBAAAACCCCKKKK
materials will be modified. The second, _p_n_a_m_e, specifies which of
several parameters in one or both sets will be modified. The third,
_p_a_r_a_m_s, specifies what value or values will be assigned to the specified
parameter.
Material parameters are used in the lighting equation that is optionally
applied to each vertex. The equation is discussed in the ggggllllLLLLiiiigggghhhhttttMMMMooooddddeeeellll
reference page. The parameters that can be specified using ggggllllMMMMaaaatttteeeerrrriiiiaaaallll,
and their interpretations by the lighting equation, are as follows:
GGGGLLLL____AAAAMMMMBBBBIIIIEEEENNNNTTTT _p_a_r_a_m_s contains four integer or floating-point values
that specify the ambient RGBA reflectance of the
material. 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 reflectance for both
front- and back-facing materials is (0.2, 0.2, 0.2,
1.0).
GGGGLLLL____DDDDIIIIFFFFFFFFUUUUSSSSEEEE _p_a_r_a_m_s contains four integer or floating-point values
that specify the diffuse RGBA reflectance of the
material. 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 diffuse reflectance for both
front- and back-facing materials is (0.8, 0.8, 0.8,
1.0).
GGGGLLLL____SSSSPPPPEEEECCCCUUUULLLLAAAARRRR _p_a_r_a_m_s contains four integer or floating-point values
that specify the specular RGBA reflectance of the
material. 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 specular reflectance for both
front- and back-facing materials is (0, 0, 0, 1).
GGGGLLLL____EEEEMMMMIIIISSSSSSSSIIIIOOOONNNN _p_a_r_a_m_s contains four integer or floating-point values
that specify the RGBA emitted light intensity of the
material. Integer values are mapped linearly such
that the most positive representable value maps to