gl.ColorMaterial(face, mode)
gl.ColorMaterial()
specifies which material parameters track the current color. When #GL_COLOR_MATERIAL
is enabled,
the material parameter or parameters specified by mode
, of the material or materials specified by face
, track the
current color at all times. face
can be set to #GL_FRONT
, #GL_BACK
, or #GL_FRONT_AND_BACK
. The initial value is #GL_FRONT_AND_BACK
.
The following values can be passed in the mode
parameter: #GL_EMISSION
, #GL_AMBIENT
, #GL_DIFFUSE
, #GL_SPECULAR
, and
#GL_AMBIENT_AND_DIFFUSE
. The initial value is #GL_AMBIENT_AND_DIFFUSE
.
To enable and disable #GL_COLOR_MATERIAL
, call gl.Enable() and gl.Disable()
with argument #GL_COLOR_MATERIAL
. #GL_COLOR_MATERIAL
is initially disabled.
gl.ColorMaterial()
makes it possible to change a subset of material parameters for each vertex using only the
gl.Color() command, without calling gl.Material(). If only such a subset of
parameters is to be specified for each vertex, calling gl.ColorMaterial()
is preferable to calling gl.Material().
Call gl.ColorMaterial()
before enabling #GL_COLOR_MATERIAL
.
Calling gl.DrawElements() or gl.DrawArrays() may leave the current color
indeterminate, if the color array is enabled. If gl.ColorMaterial()
is enabled while the current color is indeterminate,
the lighting material state specified by face and mode is also indeterminate.
If the GL version is 1.1 or greater, and #GL_COLOR_MATERIAL
is enabled, evaluated color values affect the results of
the lighting equation as if the current color were being modified, but no change is made to the tracking lighting
parameter of the current color.
Please consult an OpenGL reference manual for more information.
#GL_INVALID_ENUM
is generated if face or mode is not an accepted value.
#GL_INVALID_OPERATION
is generated if gl.ColorMaterial()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End()
#GL_COLOR_MATERIAL
gl.Get() with argument #GL_COLOR_MATERIAL_PARAMETER
gl.Get() with argument #GL_COLOR_MATERIAL_FACE