OpenGL applying glMaterial to only one object












0















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();









share|improve this question


















  • 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


















0















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();









share|improve this question


















  • 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
















0












0








0








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();









share|improve this question














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






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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
















  • 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














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