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GL_EXT_fragment_lighting
	INCOMPLETE - DO NOT RELEASE IMPLEMENTATIONS OF THIS EXTENSION
    EXT_fragment_lighting
Name Strings
    GL_EXT_fragment_lighting
Version
    $Date: 1998/09/26 02:49:31 $ $Revision: 1.26 $
Number
    102
Dependencies
    OpenGL 1.1 is required.
Overview
    This extension adds a new lighting stage to the OpenGL pipeline.  This
    stage occurs during fragment processing after the texture environment
    has been applied and before fog has been applied.  The extension
    provides a mechanism for computing 'per-pixel lighting'.  Fragment lighting
    applies to fragments generated by all primitives including pixel images.
    This extension doesn't eliminate vertex lighting, but can be used to
    complement it.  For example, the diffuse contribution can be evaluated
    at each vertex, and the specular contribution can be evaluated at each
    fragment with the results being summed together to generate the final
    result.
		  Ct  Cf
		  |   |-------------------------------+
		  |   |                               |
		----------                            |
		|        |                            |
		| TexEnv |                            |
		|        |                            |
		----------                            |
		    |                                 |
		----------                            |
		| Clamp  |            Nf  Lf  Hf  Ff  |
		----------            |   |   |   |   | FragmentColorMaterial
		    |              -----------------  |
		    |              |               |  v
		    Cf'            | FragmentLight |<-o-<- Material {Am,Em,Dm,Sm,Nm,...}
		    |		   |               |          
		    |		   -----------------
		    |                      |
		    |                  ---------
		    |                  | Clamp |
		    |                  ---------
		    |       Cl             |
		    |      +----------------
		    v      v 
		  ------------
		  |          |
		  | LightEnv |
		  |          |
		  ------------
		       |
		   ---------
		   | Clamp |
		   ---------
		       |
		       Cf''
		       |
		       v
		    -------
		    |     |
		    | Fog |
		    |     |
		    -------
		       |
		       v
Patent Note
    To the extent that SGI has patent rights that are unavoidably
    infringed by all implementations of this extension, SGI will, upon
    request, grant a license under such patent rights to the requesting
    party subject to reasonable terms and conditions, and without
    incremental charge or fee. Such license shall be non-exclusive, and
    non-transferable, and shall be limited to implementations of the
    extension in combination with any conformance certified
    implementation of the OpenGL API. Such license is expressly
    contingent upon a grant back of a non-exclusive, royalty-free,
    perpetual, worldwide license to SGI and its OpenGL licensees under
    the requesting party's patent rights that are unavoidably infringed
    by all implementations of this extension or OpenGL.
Issues
    *	We specify a complete model and don't allow subsetting.  if
	portions of the model aren't supported with hardware acceleration
	then a software implementation of the complete model is
	necessary.  There should be sufficient mechanism for an
	implementation to include partial acceleration and easily
	identify when it can be used.  The alternative is to
	allow subsetting and a mechanisms for enumerating the capability
	would this be any better?
	I don't think so.  Lighting will be an important area of
	growth for OpenGL.  I think we owe it to our developers
	to force a consistent growth direction by trying to look
	ahead a little.
    
    *   We apply texture environment before lighting so that decals
	can be lighted correctly.  The spec does not provide a
	mechanism for applying texture after lighting.  There are
	applications where it would be useful to apply texture after
	lighting (e.g. shadows or spotlight effects), but we deliberately
	leave them out.  Instead we will add binding posts in another
	extension to allow textures to be bound to the attenuation
	term, specular exponent, environment term, normal perturbation,
	etc.
    
    *	Should the FragmentColorMaterial command really be done through
	texture binding posts and TexEnv moved after lighting?
	No. 
    
    *   New LightModel parameters?
	yes, NORMAL_INTERPOLATION control
    
    *   We deliberately chose to decouple the control of normal interpolation
	for fragment lighting from ShadeModel, choosing to put it in the
	FragmentLightModel command.  We chose not to provide any mechanism to
	allow flat coloring before vertex lighting, so FlatShading continues
	to mean that the vertex color after vertex lighting is used to
	provide a constant color across the face of a primitive.
    *   Material parameters are not interpolated.  If FragmentMaterial is
	enabled then the interpolated color parameter will be used as one or
	more of the material parameters, but there is no equivalent notion
	to per-vertex materials.  If a material change occurs between a
	Begin/End sequence, then only the last material specified before the
	provoking vertex will affect the shading computation.
    
    *   overload ColorMaterial & Material face param with FRAGMENT_FRONT,
	FRAGMENT_BACK, and FRAGMENT_FRONT_AND_BACK rather than separate commands?
	since the behaviour is somewhat different (not persistent) so it feels
	like it should be a different command
    *   proxy mechanism for subsetting?  proxy mechanism for determining
	what is supported in hardware.  NO.
    *   add some comments about where lighting parameters are sampled
	(fragment centers, pixel centers, ...)
    *   shadow term is not quite right.  removed it.
    *   should the material be undefined after color material is disabled
	it should be well defined.  fragment color material should be
	thought of as a switch which causes the material parameters to be
	sourced from the fragment material 'register' or from the fragment
	color.  At all times queries to the fragment material refer to the
	material 'register' and whenever fragment color material is
	disabled, material parameters are sourced from the unperturbed
	fragment material 'register'
    *   disallow fragment material changes between begin/end?
	seems okay, since we added a new command! - DONE
    *   add a total number of lights so that implementations can
	share state between vertex and fragment lights yet be more flexible
	about whether the state is used for a vertex or fragment light
	(vimal).
        Yes.  MAX_ACTIVE_LIGHTS_EXT
    
    *   is the flatshading definition correct?  unlike flatshading for
	vertex lighting, the color will not be constant, just the normal
	so N.L will vary across the face.  Yes, it is what we want.
	There is now a mechanism which allows flat or smooth color with
	flat or smooth fragment lighting (flat or smooth normals).
    
    *	treatment of alpha?
	alpha comes from the diffuse material if fragment lighting
	is enabled.
    
    *   the state of FrontFace affects the interpretation of two-sided
	lighting.  Should there be separate state for vertex and fragment
	lighting?
	No.  its a property of the geometry and shouldn't different for the
	two light source types.
    void FragmentLightModeliEXT(enum pname, int param);
    void FragmentLightModelfEXT(enum pname, float param);
    void FragmentLightModelivEXT(enum pname, int *params);
    void FragmentLightModelfvEXT(enum pname, float *params);
    void FragmentLightiEXT(enum light, enum pname, int param);
    void FragmentLightfEXT(enum light, enum pname, float param);
    void FragmentLightivEXT(enum light, enum pname, int *params);
    void FragmentLightfvEXT(enum light, enum pname, float *params);
    void GetFragmentLightivEXT(enum light, enum pname, int *params);
    void GetFragmentLightfvEXT(enum light, enum pname, float *params);
    void FragmentMaterialfEXT(enum face, enum pname, const float param);
    void FragmentMaterialiEXT(enum face, enum pname, const int param);
    void FragmentMaterialfvEXT(enum face, enum pname, const float *params);
    void FragmentMaterialivEXT(enum face, enum pname, const int *params);
    void FragmentColorMaterialEXT(enum face, enum mode);
    void GetFragmentMaterialfvEXT(enum face, enum pname, const float *params);
    void GetFragmentMaterialivEXT(enum face, enum pname, const int *params);
    void LightEnviEXT(enum pname, int param);
    Accepted by the <cap> parameter of Enable, Disable, and IsEnabled, by
    the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv, and
    GetDoublev:
    FRAGMENT_LIGHTING_EXT                               0x8400
    FRAGMENT_COLOR_MATERIAL_EXT                         0x8401
    Accepted by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv,
    and GetDoublev:
    FRAGMENT_COLOR_MATERIAL_FACE_EXT                    0x8402
    FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT               0x8403
    MAX_FRAGMENT_LIGHTS_EXT                             0x8404
    MAX_ACTIVE_LIGHTS_EXT                               0x8405
    CURRENT_RASTER_NORMAL_EXT                           0x8406
    Accepted by the <pname> parameter of LightEnviEXT, by
    the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv, and
    GetDoublev:
    LIGHT_ENV_MODE_EXT                                  0x8407
    Accepted by the <pname> parameter of FragmentLightModeliEXT,
    FragmentLightModelfEXT, FragmentLightModelivEXT,
    FragmentLightModelfvEXT, GetBooleanv, GetIntegerv, GetFloatv, and
    GetDoublev:
    FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT               0x8408
    FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT                   0x8409
    FRAGMENT_LIGHT_MODEL_AMBIENT_EXT                    0x840A
    FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT       0x840B
    Accepted by the <light> parameter of FragmentLightfEXT,
    FragmentLightiEXT, FragmentLightfvEXT, and FragmentLightivEXT, and by
    the <cap> parameter of Enable, Disable, and IsEnabled, and by the <light>
    parameter of GetFragmentLightfvEXT and GetFragmentLightivEXT:
    FRAGMENT_LIGHT0_EXT                                 0x840C
    .
    .
    .
    FRAGMENT_LIGHT7_EXT                                 0x8413
    <reserve enums for 32>
Additions to Chapter 2 of the 1.1 Specification (OpenGL Operation)
    Section 2.12 Current Raster Position
    ... <paragraph 2>
    The current raster position consists of three window coordinates xw, yw,
    and zw, a clip corrdinate wc value, an eye coordinate distance, a valid
    bit, and associated data consisting of a color, normal, and texture
    coordinates. It is set ...
    ... <paragraph 5>
    The current raster position requires five single-precision floating point
    values for its xw, yw, and zw window coordinates, its wc clip coordinate,
    and its eye coordinate distance, a single valid bit, a color (RGBA and color
    index), normal, and texture coordinates for associated data.  In the initial
    state, the coordinates and texture coordinates are both (0,0,0,1), the eye
    coordinate distance is 0, the valid bit is set, the associated RGBA color is
    (1,1,1,1), the associated color index is 1, and the associated normal is
    (0,0,1).  In RGBA mode, the associated color index always has its initial
    value; in color index mode, the RGBA color always maintains its initial
    value.
    Section 2.13 Colors and Coloring
    ...
    Next vertex lighting, if enabled produces a color.  If vertex lighting is
    disabled, the current color is used in further processing. After vertex
    lighting, RGBA colors are clamped to the range [0,1]. A color index is
    converted to fixed-point and then its integer portion is masked (see
    section 2.13.16). After clamping or masking, a primitive may be flatshaded,
    indicating that all vertices of the primitive are to have the same color
    (and normal).  Finally, a primitive is clipped, then colors (texture
    coordinates and normals) must be computed at the vertices introduced or
    modified by clipping.
Additions to Chapter 3 of the 1.1 Specification (Rasterization)
    Section 3.6.3 Rasterization of Pixel Rectangles
    Conversion to Fragments
    ... <paragraph 2>
    A fragment arising from a group consisting of color data takes on the color
    index or color components of the group; the depth, normal and texture
    coordinates are taken from the current raster position's associated data.
    A fragment arising from a depth component takes the component's depth
    value; the color, normal, and texture coordinate are given by those associated
    with the current raster position.  In both cases texture coordinates s, t,
    and r are preplaced with s/q, t/q, and r/q, respectively.  If q is less than
    or equal to zero the results are undefined.  Groups arising from DrawPixels
    with a <format> of STENCIL_INDEX are treated specially and are described in
    section 4.3.1.
    Before Section 3.9 Fog insert:
    Section 3.9 Fragment Lighting
    If enabled, fragment lighting computes a color for each rasterized fragment 
    by applying an equation defined by a client-specified lighting model to
    a collection of parameters that can include the fragment coordinates, the
    coordinates of one or more light sources, the fragment normal, and
    parameters defining the characteristics of the light source and current
    fragment material.  Fragment lighting is only defined for RGBA mode, it
    has no effect in color index mode.
    Fragment lighting may be in one of two states:
    1. Lighting Off.  In this state the color assigned to a fragment is the
       rasterized fragment's post-texturing color.
    
    2. Lighting On.  In this state the color assigned to a fragment is the
       result of combining the rasterized fragment's post-texturing color and
       a color computed from the current fragment lighting parameters.  The
       two colors are combined according to the function defined
       by Lighting Environment described below.
    
    Fragment lighting is turned either on or off using the generic Enable or
    Disable commands with the symbolic value FRAGMENT_LIGHTING_EXT.
    3.9.1 Lighting Environment
    The command
    void LightEnviEXT(enum pname, int param);
    sets parameters of the lighting environment that specifies how the computed
    illumination value is combined with the post-texturing fragment color.
    <pname> is a symbolic constant indicating the parameter to be set, <param>
    is a value to which to set a single valued parameter.  The possible
    environment parameter is LIGHT_ENV_MODE_EXT. LIGHT_ENV_MODE_EXT may be
    set to one of REPLACE, MODULATE, or ADD.
    The value of LIGHT_ENV_MODE_EXT specifies an environment function.
    The result of this function depends on the post-texturing fragment color
    (Cf) and the color computed (Cl) in equation (3.2) below. The functions
    are specified in Table 3.3
    REPLACE	MODULATE	ADD
    Rv = Rl	Rv = RfRl	Rv = Rf+Rl
    Gv = Gl	Gv = GfGl	Gv = Gf+Gl
    Bv = Bl	Bv = BfBl	Bv = Bf+Bl
    Av = Al	Av = AfAl	Av = Af+Al
    Table 3.3 Light environment functions
    3.9.2 Lighting Operation
    The equation for the fragment illumination model is:
    C  =  Em 				emissive
       + Am*As				ambient material*scene ambient color
       SUM{_i = 0 through Nf-1} {
       + Atten_i*SpotL_i*{		distance/spot light attenuation
	    + Am*Al_i			ambient material*ambient light
	    + Dm*Dl_i*(N.L_i)		diffuse material*diffuse light
	    + Sm*Sl_i*(f_i)(N.H_i)^n	specular material*specular light
	  }
	}
    
	Nf is the number of fragment light sources
	N is the fragment normal vector 
	L_i is the direction vector from the fragment position to the light source
	H_i is the half angle vector
	f_i is as defined in equation (2.2)
	n is the specular exponent (shininess)
    
    Rewrite the equation as:
    I[i] = Atten_i*SpotL_i*(Am*Al_i + Dm*Dl_i*(N.L_i) + Sm*Sl*(f_i)(N.H_i)^n) (3.1)
    and
    I' = SUM{i = 0 through Nf-1} I[i]
    C = Em + Am*As + I'						(3.2)
    Equation (3.1) is the same as the vertex lighting equation described in
    section 2.13.1 for a single light source. Similar to vertex lighting,
    equation 3.2 is only evaluated for the R, G, and B components and the A
    component of C is determined from the alpha component of Dm.
    In order to compute the illumination terms for each fragment, the eye
    coordinates of the fragment can be used to compute the light direction,
    half angle vector, and attenuation factor in a manner similar to that
    used in the vertex lighting computations.  It is permissible for an
    implementation to approximate these by computing these values as well
    as the normal vector at the vertices and interpolating and
    renormalizing the results.
    Fragment material state is maintained which is distinct from the
    vertex material state.  The fragment material state consists of
    emission, ambient, diffuse, specular and shininess terms for both
    the front and back face of a primitive.  Unlike vertex lighting, the
    fragment material state is constant across a primitive since
    it is resolved during rasterization.  The results of the back face
    computation described in section 3.5.1 are used to determine whether
    the front material or back material is used when two sided lighting
    is enabled.
    There is separate state for each fragment light source.  The
    fragment light source parameters are the same as the vertex light
    source parameters described in section 2.13.1.  The minimum number of
    fragment light sources is 1.  The number of available fragment light
    sources can be queried by issuing the Get command with the <pname>
    parameter set to MAX_FRAGMENT_LIGHTS_EXT.
    Distinct lighting model state is also maintained for vertex lighting and
    fragment lighting.  The lighting model state is described in section
    2.13.1.  Fragment lighting model state includes one additional parameter,
    FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT, which controls how normals
    are selected for use in the fragment lighting computations for a primitive. 
    If FLAT is selected for the lighting model, the normal from the provoking
    vertex (as described in Section 2.13.7 Flatshading) of the primitive for all
    fragment lighting computations for the primitive.  If SMOOTH is specified
    a normal is computed for each fragment using the normals from all of the
    vertices of the primitive.
    Fragment lighting differs from vertex lighting in that all components
    of lighting parameters which are of type color in Table 2.7 are clamped
    to the range [0,1] when they are specified.
    Equation 3.1 is evaluated for each light source and the resulting
    colors are summed. This result is added to the material emissive and
    scene ambient terms as in equation 3.2 to produce the R, G, and B
    color components.   The A component is determined from the diffuse
    material's A component.  The resulting color components
    are clamped to the range [0,1] and then passed to the lighting
    environment computation.
    3.9.3 Lighting Parameter Specification
    The fragment material state can be set with the commands
    FragmentMaterialfEXT, FragmentMaterialfvEXT, FragmentMaterialiEXT,
    FragmentMaterialivEXT using the values AMBIENT, DIFFUSE, SPECULAR,
    SHININESS and EMISSION.  This state can be queried using the commands
    GetFragmentMaterialfvEXT and GetFragmentMaterialivEXT.
    Lighting parameters for fragment light i can be modified by issuing the
    commands FragmentLightfEXT, FragmentLightiEXT, FragmentLightfvEXT, and
    FragmentLightivEXT with the <light> parameter
    set to FRAGMENT_LIGHTi_EXT.  The lighting parameters for fragment light i
    can be queried by issuing the commands GetFragmentLightfvEXT and
    GetFragmentLightivEXT with the <light> parameter set to FRAGMENT_LIGHTi_EXT.
    Lighting model parameters for fragment lighting can be modified using the
    commands FragmentLightModel{T}EXT, FragmentLightModel{T}vEXT.  The
    lighting model parameters can be queried by issuing the Get command <pname>
    parameter set to the appropriate fragment lighting model parameter:
    FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT, FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT,
    FRAGMENT_LIGHT_MODEL_AMBIENT_EXT or FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT.
    3.9.4 FragmentColorMaterial
    One or more fragment material properties in Equation 3.2 can be
    replaced with the fragment's pre-texturing color, causing these color
    values to be used during the lighting computation.  This behavior is enabled
    and disabled  by calling Enable and Disable with the symbolic value
    FRAGMENT_COLOR_MATERIAL.
    The command that controls which of these modes is selected is
	void FragmentColorMaterial(enum face, enum mode);
    
    <face> is one of FRONT, BACK, or FRONT_AND_BACK, indicating whether
    the front material, back material, or both are affected by the
    pre-texturing color.  <mode> is one of EMISSION, AMBIENT, DIFFUSE,
    SPECULAR, or AMBIENT_AND_DIFFUSE and specifies which material property
    or properties are subsituted with the pre-texturing color.  The substutions
    do not affect the material state.  When FragmentColorMaterial
    is disabled the values in the fragment material state are used.
    GetFragmentMaterial returns the fragment material last specified with
    FragmentMaterial, regardless of whether FragmentColorMaterial is enabled.
    3.9.5 Interactions with Vertex Lighting
    In order to allow implementions to share resources for vertex lighting and 
    fragment lighting, an implementation may limit the maximum number of combined
    vertex and fragment lights to a number less than the sum of MAX_LIGHTS and
    MAX_FRAGMENT_LIGHTS_EXT.  This limit can be queried using the Get command
    with <pname> parameter MAX_ACTIVE_LIGHTS_EXT.  State for all
    fragment and vertex lights is always maintained.  When multiple
    lights are enabled, priority is given to vertex lights starting with
    LIGHT0 through LIGHT<n> where <n> is equal to MAX_LIGHTS, followed by
    FRAGMENT_LIGHT0_EXT through FRAGMENT_LIGHT<m>_EXT where <m> is equal
    to MAX_FRAGMENT_LIGHTS_EXT.
Additions to Chapter 4 of the 1.1 Specification (Per-Fragment Operations
and the Frame Buffer)
    None
Additions to Chapter 5 of the 1.1 Specification (Special Functions)
    None
Additions to Chapter 6 of the 1.1 Specification (State and State Requests)
    TBD
Additions to the GLX Specification
    TBD
Errors
    INVALID_ENUM is generated if FragmentMaterial{T}EXT,
    FragmentMaterial{T}vEXT, or FragmentColorMaterialEXT, parameter <face> is
    not FRONT, BACK or FRONT_AND_BACK.
    INVALID_ENUM is generated if FragmentMaterial{T}EXT or
    FragmentMaterial{T}vEXT parameter <pname> is not AMBIENT, DIFFUSE,
    SPECULAR, EMISSION, SHININESS, or AMBIENT_AND_DIFFUSE.
    INVALID_ENUM is generated if GetFragmentMaterial{T}vEXT parameter <face>
    is not FRONT or BACK.
    INVALID_ENUM is generated if GetFragmentMaterial{T}vEXT parameter <pname>
    is not AMBIENT, DIFFUSE, SPECULAR, EMISSION, or SHININESS,
    INVALID_ENUM if FragmentColorMaterialEXT parameter <mode> is not EMISSION,
    AMBIENT, DIFFUSE, SPECULAR, or AMBIENT_AND_DIFFUSE
    INVALID_ENUM if LightEnviEXT parameter <pname> is not LIGHT_ENV_MODE_EXT
    or if parameter <mode> is not REPLACE, MODULATE, or ADD.
    INVALID_ENUM is generated if FragmentLightModel{T}EXT <pname> is not
    FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT, FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT
    or FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT or if
    FragmentLightModel{T}vEXT, parameter <pname> is not
    FRAGMENT_LIGHT_MODEL_AMBIENT_EXT, FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT
    FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT or
    FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT.
    INVALID_ENUM is generated if FragmentLight{T}EXT, FragmentLight{T}vEXT,
    or GetFragmentLight{T}vEXT parameter <light> is not FRAGMENT_LIGHT0_EXT
    ... FRAGMENT_LIGHT<n>_EXT where n is one minus the number of supported
    fragment lights, or if FragmentLight{T}EXT parameter <pname> is not
    SPOT_EXPONENT, SPOT_CUTOFF, CONSTANT_ATTENUATION, LINEAR_ATTENUATION, or
    QUADRATIC_ATTENUATION, or if FragmentLight{T}vEXT or
    GetFragmentLight{T}vEXT parameter <pname> is not AMBIENT, DIFFUSE,
    SPECULAR, POSITION, SPOT_DIRECTION, SPOT_EXPONENT, SPOT_CUTOFF,
    CONSTANT_ATTENUATION, LINEAR_ATTENUATION, or QUADRATIC_ATTENUATION.
    INVALID_VALUE is generated if FragmentLight{T}EXT or FragmentLight{T}vEXT
    parameter <param> if a spot exponent value is specified outside the range
    [0,128], or if spot cutoff is specified outside the range [0,90] (except
    for the special value 180), or if a negative attenuation factor is
    specified.
    INVALID_OPERATION is generated if FragmentMaterial{T}EXT,
    FragmentMaterial{T}vEXT, FragmentColorMaterialEXT,
    GetFragmentMaterial{T}vEXT, LightEnviEXT, FragmentLight{T}EXT,
    FragmentLight{T}vEXT, FragmentLightModel{T}EXT,
    FragmentLightModel{T}vEXT or GetFragmentLight{T}vEXT is executed between
    execution of Begin and the corresponding execution of End.
New State
    Get Value					Get Command			Type	Initial Value		Attribute
    ---------					-----------			----	-------------		---------
    FRAGMENT_LIGHTING_EXT                       IsEnabled                       B       False                   lighting/enable
    FRAGMENT_COLOR_MATERIAL_EXT                 IsEnabled                       B       False                   lighting/enable
    FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT       GetIntegerv                     Z5      AMBIENT_AND_DIFFUSE     lighting
    FRAGMENT_COLOR_MATERIAL_FACE_EXT            GetIntegerv                     Z3      FRONT_AND_BACK          lighting
    AMBIENT                                     GetFragmentMaterialfvEXT        2xC     (0.2,0.2,0.2,1.0)       lighting
    DIFFUSE                                     GetFragmentMaterialfvEXT        2xC     (0.8,0.8,0.8,1.0)       lighting
    SPECULAR                                    GetFragmentMaterialfvEXT        2xC     (0.0,0.0,0.0,1.0)       lighting
    EMISSION                                    GetFragmentMaterialfvEXT        2xC     (0.0,0.0,0.0,1.0)       lighting
    SHININESS                                   GetFragmentMaterialfvEXT        2xR     0.0                     lighting
    FRAGMENT_LIGHT_MODEL_AMBIENT_EXT            GetFloatv                       C       (0.2,0.2,0.2,0.2)       lighting
    FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT       GetBooleanv                     B       False                   lighting
    FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT           GetBooleanv                     B       False                   lighting
    FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT       GetIntegerv             Z2      SMOOTH                  lighting
    AMBIENT                                     GetFragmentLightfvEXT           1*xC    (0.0,0.0,0.0,1.0)       lighting
    DIFFUSE                                     GetFragmentLightfvEXT           1*xC    see 3.x                 lighting
    SPECULAR                                    GetFragmentLightfvEXT           1*xC    see 3.x                 lighting
    POSITION                                    GetFragmentLightfvEXT           1*xP    (0.0,0.0,1.0,0.0)       lighting
    CONSTANT_ATTENUATION                        GetFragmentLightfvEXT           1*xR    1.0                     lighting
    LINEAR_ATTENUATION                          GetFragmentLightfvEXT           1*xR+   0.0                     lighting
    QUADRATIC_ATTENUATION                       GetFragmentLightfvEXT           1*xR+   0.0                     lighting
    SPOT_DIRECTION                              GetFragmentLightfvEXT           1*xD    (0.0,0.0,-1.0)          lighting
    SPOT_EXPONENT                               GetFragmentLightfvEXT           1*xR+   0.0                     lighting
    SPOT_CUTOFF                                 GetFragmentLightfvEXT           1*xR+   180.0                   lighting
    FRAGMENT_LIGHTi_EXT                         IsEnabled                       1*xB    False                   lighting/enable
    LIGHT_ENV_MODE_EXT                          GetIntegerv                     Z3      REPLACE                 lighting
    CURRENT_RASTER_NORMAL_EXT                   GetFloatv                       N       (0,0,1)                 current
New Implementation Dependent State
    Get Value				Get Command			Type	Minimum Value
    ---------				-----------			----	-------------
    MAX_FRAGMENT_LIGHTS_EXT             GetIntegerv                     Z+      1
    MAX_ACTIVE_LIGHTS_EXT               GetIntegerv                     z+      MAX_LIGHTS
Implementation Support
   List of OpenGL implementations supporting the GL_EXT_fragment_lighting extension
Original File
   Original text file for the GL_EXT_fragment_lighting extension
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