Used by
TGLMaterial frontproperties and
backproperties to define how an object behaves when lit by a lightsource. For example how shiny it is or the objects ambient color.
TGLFaceProperties include:
emission TGLColor
The color emitted by the object regardless of the light source. This allows an object to have a color even if there is no light source in the scene.
diffuse TGLColor
Picture from 'The Physics Classroom'∞
Teapot has 100% diffuse white light
This color emitted from an object that is entirely diffuse (eg like paper). The shadows produced depend on the position of the lightsource. The shadows also depend on the shape of the object.
specular TGLColor
Picture from 'The Physics Classroom'∞
Teapot has 100% specular white light
Light that is reflected from the object as though the object was entirely reflective like a mirror. Where the light reflects depends on the position of the light source and the shape of the object. In order to see specular reflection the lightsource
diffuse color shouldn't be black.
ambient TGLColor
Light that comes from all directions equally and is scattered in all directions by the objects in the scene. It is different from the
emission property in that the color emitted by the object depends on the ambient color of the lightsource. The ambient color of the lightsource is blended with the ambient color of the object.
shininess: integer
Specifies how dull the surface of the object is (0-128) where 128 is highly reflective. This property is only noticable if there is specular light reflecting from the object.
polygonmode:
TPolygonMode
Whether or not the object is made up of solid faces or lines or dots.
Unit:
GLTexture∞
Descends from
TGLUpdateAbleObject.
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