NAME
EZ_DefineMaterial, EZ_BindMaterial - define material
parameters
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 speci-
fied 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. parame-
ters must contain a sequence of lighting symbols, each
followed by the appropriate number of floating point val-
ues. 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 mate-
rial, 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 mate-
rial, 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 mate-
rial, 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 mate-
rial, 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, dif-
fuse 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)