OpenGL applying glMaterial to only one object
With the code below I am trying to apply lighting to the sun. When I apply GL_EMISSION it seems to apply the lighting to the other objects that are created too.
GL11.glPushMatrix();
{
// how shiny are the front faces of the sun (specular exponent)
float sunFrontShininess = 2.0f;
// specular reflection of the front faces of the sun
float sunFrontSpecular = {0.1f, 0.1f, 0.0f, 1.0f};
// diffuse reflection of the front faces of the sun
float sunFrontDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};
float sunEmission = {0.2f, 0.2f, 0.2f, 1f};
// set the material properties for the sun using OpenGL
//???????????????????????????????????????????????????????????????????????????????????????
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_EMISSION, FloatBuffer.wrap(sunEmission));
//???????????????????????????????????????????????????????????????????????????????????????
GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, sunFrontShininess);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, FloatBuffer.wrap(sunFrontSpecular));
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, FloatBuffer.wrap(sunFrontDiffuse));
// position and draw the sun using a sphere quadric object
GL11.glTranslatef(4.0f, 7.0f, -19.0f);
new Sphere().draw(0.5f,10,10);
}
GL11.glPopMatrix();
opengl
add a comment |
With the code below I am trying to apply lighting to the sun. When I apply GL_EMISSION it seems to apply the lighting to the other objects that are created too.
GL11.glPushMatrix();
{
// how shiny are the front faces of the sun (specular exponent)
float sunFrontShininess = 2.0f;
// specular reflection of the front faces of the sun
float sunFrontSpecular = {0.1f, 0.1f, 0.0f, 1.0f};
// diffuse reflection of the front faces of the sun
float sunFrontDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};
float sunEmission = {0.2f, 0.2f, 0.2f, 1f};
// set the material properties for the sun using OpenGL
//???????????????????????????????????????????????????????????????????????????????????????
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_EMISSION, FloatBuffer.wrap(sunEmission));
//???????????????????????????????????????????????????????????????????????????????????????
GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, sunFrontShininess);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, FloatBuffer.wrap(sunFrontSpecular));
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, FloatBuffer.wrap(sunFrontDiffuse));
// position and draw the sun using a sphere quadric object
GL11.glTranslatef(4.0f, 7.0f, -19.0f);
new Sphere().draw(0.5f,10,10);
}
GL11.glPopMatrix();
opengl
2
OpenGL is a state machine. If you change a state it is kept stated, until you change it again, even beyond frames.
– Rabbid76
Nov 14 '18 at 18:12
General comment: If you are just starting to learn OpenGL, use a more recent tutorial.glMaterial
,glPushMatrix
,glTranslate
and so on have been deprecated for over 10 years. If you learn OpenGL, learn the current version with shaders.
– Nico Schertler
Nov 14 '18 at 19:14
@NicoSchertler my university lecturer is teaching us this way, therefore thats the way we have to do it
– Marius Kuzm
Nov 14 '18 at 19:16
Then this is a perfectly fine reason. Just wanted to mention it in case you just picked a random OpenGL tutorial.
– Nico Schertler
Nov 14 '18 at 19:18
Just set the emissive material to black after you have rendered the sun. Edit Rabbid76 already pointed it out
– Nadir
Nov 15 '18 at 13:20
add a comment |
With the code below I am trying to apply lighting to the sun. When I apply GL_EMISSION it seems to apply the lighting to the other objects that are created too.
GL11.glPushMatrix();
{
// how shiny are the front faces of the sun (specular exponent)
float sunFrontShininess = 2.0f;
// specular reflection of the front faces of the sun
float sunFrontSpecular = {0.1f, 0.1f, 0.0f, 1.0f};
// diffuse reflection of the front faces of the sun
float sunFrontDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};
float sunEmission = {0.2f, 0.2f, 0.2f, 1f};
// set the material properties for the sun using OpenGL
//???????????????????????????????????????????????????????????????????????????????????????
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_EMISSION, FloatBuffer.wrap(sunEmission));
//???????????????????????????????????????????????????????????????????????????????????????
GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, sunFrontShininess);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, FloatBuffer.wrap(sunFrontSpecular));
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, FloatBuffer.wrap(sunFrontDiffuse));
// position and draw the sun using a sphere quadric object
GL11.glTranslatef(4.0f, 7.0f, -19.0f);
new Sphere().draw(0.5f,10,10);
}
GL11.glPopMatrix();
opengl
With the code below I am trying to apply lighting to the sun. When I apply GL_EMISSION it seems to apply the lighting to the other objects that are created too.
GL11.glPushMatrix();
{
// how shiny are the front faces of the sun (specular exponent)
float sunFrontShininess = 2.0f;
// specular reflection of the front faces of the sun
float sunFrontSpecular = {0.1f, 0.1f, 0.0f, 1.0f};
// diffuse reflection of the front faces of the sun
float sunFrontDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};
float sunEmission = {0.2f, 0.2f, 0.2f, 1f};
// set the material properties for the sun using OpenGL
//???????????????????????????????????????????????????????????????????????????????????????
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_EMISSION, FloatBuffer.wrap(sunEmission));
//???????????????????????????????????????????????????????????????????????????????????????
GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, sunFrontShininess);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, FloatBuffer.wrap(sunFrontSpecular));
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, FloatBuffer.wrap(sunFrontDiffuse));
// position and draw the sun using a sphere quadric object
GL11.glTranslatef(4.0f, 7.0f, -19.0f);
new Sphere().draw(0.5f,10,10);
}
GL11.glPopMatrix();
opengl
opengl
asked Nov 14 '18 at 18:06
Marius KuzmMarius Kuzm
273
273
2
OpenGL is a state machine. If you change a state it is kept stated, until you change it again, even beyond frames.
– Rabbid76
Nov 14 '18 at 18:12
General comment: If you are just starting to learn OpenGL, use a more recent tutorial.glMaterial
,glPushMatrix
,glTranslate
and so on have been deprecated for over 10 years. If you learn OpenGL, learn the current version with shaders.
– Nico Schertler
Nov 14 '18 at 19:14
@NicoSchertler my university lecturer is teaching us this way, therefore thats the way we have to do it
– Marius Kuzm
Nov 14 '18 at 19:16
Then this is a perfectly fine reason. Just wanted to mention it in case you just picked a random OpenGL tutorial.
– Nico Schertler
Nov 14 '18 at 19:18
Just set the emissive material to black after you have rendered the sun. Edit Rabbid76 already pointed it out
– Nadir
Nov 15 '18 at 13:20
add a comment |
2
OpenGL is a state machine. If you change a state it is kept stated, until you change it again, even beyond frames.
– Rabbid76
Nov 14 '18 at 18:12
General comment: If you are just starting to learn OpenGL, use a more recent tutorial.glMaterial
,glPushMatrix
,glTranslate
and so on have been deprecated for over 10 years. If you learn OpenGL, learn the current version with shaders.
– Nico Schertler
Nov 14 '18 at 19:14
@NicoSchertler my university lecturer is teaching us this way, therefore thats the way we have to do it
– Marius Kuzm
Nov 14 '18 at 19:16
Then this is a perfectly fine reason. Just wanted to mention it in case you just picked a random OpenGL tutorial.
– Nico Schertler
Nov 14 '18 at 19:18
Just set the emissive material to black after you have rendered the sun. Edit Rabbid76 already pointed it out
– Nadir
Nov 15 '18 at 13:20
2
2
OpenGL is a state machine. If you change a state it is kept stated, until you change it again, even beyond frames.
– Rabbid76
Nov 14 '18 at 18:12
OpenGL is a state machine. If you change a state it is kept stated, until you change it again, even beyond frames.
– Rabbid76
Nov 14 '18 at 18:12
General comment: If you are just starting to learn OpenGL, use a more recent tutorial.
glMaterial
, glPushMatrix
, glTranslate
and so on have been deprecated for over 10 years. If you learn OpenGL, learn the current version with shaders.– Nico Schertler
Nov 14 '18 at 19:14
General comment: If you are just starting to learn OpenGL, use a more recent tutorial.
glMaterial
, glPushMatrix
, glTranslate
and so on have been deprecated for over 10 years. If you learn OpenGL, learn the current version with shaders.– Nico Schertler
Nov 14 '18 at 19:14
@NicoSchertler my university lecturer is teaching us this way, therefore thats the way we have to do it
– Marius Kuzm
Nov 14 '18 at 19:16
@NicoSchertler my university lecturer is teaching us this way, therefore thats the way we have to do it
– Marius Kuzm
Nov 14 '18 at 19:16
Then this is a perfectly fine reason. Just wanted to mention it in case you just picked a random OpenGL tutorial.
– Nico Schertler
Nov 14 '18 at 19:18
Then this is a perfectly fine reason. Just wanted to mention it in case you just picked a random OpenGL tutorial.
– Nico Schertler
Nov 14 '18 at 19:18
Just set the emissive material to black after you have rendered the sun. Edit Rabbid76 already pointed it out
– Nadir
Nov 15 '18 at 13:20
Just set the emissive material to black after you have rendered the sun. Edit Rabbid76 already pointed it out
– Nadir
Nov 15 '18 at 13:20
add a comment |
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2
OpenGL is a state machine. If you change a state it is kept stated, until you change it again, even beyond frames.
– Rabbid76
Nov 14 '18 at 18:12
General comment: If you are just starting to learn OpenGL, use a more recent tutorial.
glMaterial
,glPushMatrix
,glTranslate
and so on have been deprecated for over 10 years. If you learn OpenGL, learn the current version with shaders.– Nico Schertler
Nov 14 '18 at 19:14
@NicoSchertler my university lecturer is teaching us this way, therefore thats the way we have to do it
– Marius Kuzm
Nov 14 '18 at 19:16
Then this is a perfectly fine reason. Just wanted to mention it in case you just picked a random OpenGL tutorial.
– Nico Schertler
Nov 14 '18 at 19:18
Just set the emissive material to black after you have rendered the sun. Edit Rabbid76 already pointed it out
– Nadir
Nov 15 '18 at 13:20