Materials

Initialize Material:

#include “material.h”

...

// construct it

Material* sexyMat;

sexyMat = new Material();

//destroy it at the end;

delete sexyMat;

Materials

Ambient Color:

Evenly spread Color

Everywhere the same brightness

sexyMat->setAmbient(redVal, greenVal, blueVal);

Materials

Diffuse Color:

Color is Dependent from

Light Source.

NOT dependent from viewing

angle.

sexyMat->setDiffuse(redVal, greenVal; blueVar);

Materials

Specular Color:

Dependant from light source

and viewing angle

uses for highlights.

sexyMat->setSpecular(redVal, greenVal, blueVal);

Materials

Textures:

sexyMat->setDiffuseMap(“pictures/load_screen.jpg”);

Materials

Shininess:

sexyMat->setShininess(value);

for more intense Specular

effects

Materials

Mix it together:

Materials

BumpMap();

(not yet implemented)

Glow();

2005-03-09T16:57:33