•Material
properties stay in effect
•Set
both specular coefficients and shininess
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•Diffuse
component is analogous
•[Demo: Light
material Tutor]
GLfloat mat_d[] = {0.1, 0.5, 0.8, 1.0};
GLfloat mat_s[] = {1.0, 1.0, 1.0, 1.0};
GLfloat low_sh[] = {5.0};
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_d);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_s);
glMaterialfv(GL_FRONT, GL_SHININESS, low_sh);