C language function:glMaterialf sample codes

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TITLE : samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java - platform/development - Git at Google
public void glMaterialf(int face, int pname, float param) {.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java


TITLE : samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java - platform/development - Git at Google
mgl.glMaterialf(face, pname, param);.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java
TITLE : iPhone 3D Programming
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch04.html
TITLE : iPhone 3D Programming
void glMaterialf(GLenum face, GLenum pname, GLfloat param);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch04.html
TITLE : c++ - Efficient visualization of large number of particles using openGL - Code Review Stack Exchange
glMaterialf(GL_FRONT, GL_SHININESS, shininess);.......
http://codereview.stackexchange.com/questions/136293/efficient-visualization-of-large-number-of-particles-using-opengl
TITLE : c++ - Efficient visualization of large number of particles using openGL - Code Review Stack Exchange
glMaterialf(GL_FRONT, GL_SHININESS, shininess);.......
http://codereview.stackexchange.com/questions/136293/efficient-visualization-of-large-number-of-particles-using-opengl
TITLE : lecture_05
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);.......
http://csclab.murraystate.edu/~bob.pilgrim/515/lectures_05.html
TITLE : GL10 | Android Developers
abstract void glMaterialf(int face, int pname, float param).......
http://developer.android.com/reference/javax/microedition/khronos/opengles/GL10.html
TITLE : Classes/GLGravityView.m
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess);.......
http://developer.apple.com/library/content/samplecode/GLGravity/Listings/Classes_GLGravityView_m.html
TITLE : OpenGL/VRML Materials
glMaterialf(GL_FRONT, GL_SHININESS, shine * 128.0);.......
http://devernay.free.fr/cours/opengl/materials.html
TITLE : C++: ViewScene/SceneCache.cxx
glMaterialf(GL_FRONT, GL_SHININESS, mShinness);.......
http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/_view_scene_2_scene_cache_8cxx-example.html
TITLE : C++: ViewScene/SceneCache.cxx
glMaterialf(GL_FRONT, GL_SHININESS, 0);.......
http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/_view_scene_2_scene_cache_8cxx-example.html
TITLE : Section 4.4. Material Parameters - OpenGL Distilled
glMaterialf( GL_FRONT, GL_SHININESS, 128.f );.......
http://flylib.com/books/en/2.789.1.43/1/
TITLE : Section 4.4. Material Parameters - OpenGL Distilled
glMaterialf( GL_FRONT, GL_SHININESS, 20.f );.......
http://flylib.com/books/en/2.789.1.43/1/
TITLE : OpenGL/GLUT example
glMaterialf(GL_FRONT, GL_SHININESS, 50.0);.......
http://graphics.stanford.edu/courses/cs248-00/helpsession/opengl/code_example.html
TITLE : libnds: videoGL.h File Reference
Enums for setting up materials GBATEK http://problemkaputt.de/gbatek.htm#ds3dpolygonlightparameters related functions: glMaterialf() More..........
http://libnds.devkitpro.org/videoGL_8h.html
TITLE : libnds: videoGL.h File Reference
Enums for setting up materials GBATEK http://problemkaputt.de/gbatek.htm#ds3dpolygonlightparameters related functions: glMaterialf().......
http://libnds.devkitpro.org/videoGL_8h.html
TITLE : OpenGL Tutorial
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,shininess);.......
http://math.hws.edu/bridgeman/courses/324/s06/doc/opengl.html
TITLE : glMaterialf function (Windows)
void WINAPI glMaterialf(.......
http://msdn.microsoft.com/en-us/library/windows/desktop/dd373944(v=vs.85).aspx
TITLE : Maya API
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,Shininess);.......
http://nccastaff.bournemouth.ac.uk/jmacey/RobTheBloke/www/maya/MPxHwShaders.html
TITLE : OpenGL(Module Opal)
glMaterialf(GL_FRONT, GL_SHININESS, 50).......
http://obelisk704.web.fc2.com/ruby/opengl_book1.html
TITLE : OpenGL(Module Opal)
glMaterialf(GL_BACK, GL_SHININESS, 60).......
http://obelisk704.web.fc2.com/ruby/opengl_book1.html
TITLE : glMaterial : PyOpenGL 3.1.0 GL Man Pages
glMaterialf( faces, constant, *args ).......
http://pyopengl.sourceforge.net/documentation/manual-3.0/glMaterial.html
TITLE : glMaterial : PyOpenGL 3.1.0 GL Man Pages
glMaterialf( GLenum ( face ) , GLenum ( pname ) , GLfloat ( param ) )-> void.......
http://pyopengl.sourceforge.net/documentation/manual-3.0/glMaterial.html
TITLE : glMaterial : PyOpenGL 3.1.0 GL Man Pages
glMaterialf( face , pname , param ).......
http://pyopengl.sourceforge.net/documentation/manual-3.0/glMaterial.html
TITLE : opengl es - Why isn't this Android specular lighting example working as intended? - Stack Overflow
gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, 128.0f);.......
http://stackoverflow.com/questions/4432194/why-isnt-this-android-specular-lighting-example-working-as-intended
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_AMBIENT, 0.1);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SPECULAR, 0.1);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SHININESS, 0);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SHININESS, 60);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SPECULAR, 1.0);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SHININESS, 0);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SPECULAR, 0.1);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_AMBIENT, 0.1);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SPECULAR, 1.0);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SHININESS, 60);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_AMBIENT, 0.1);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SPECULAR, 0.1);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SHININESS, 0.0);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_AMBIENT, 0.1);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SPECULAR, 0.1);.......
http://usi3.com/TankAction.html
TITLE : TankAction - Usipedia
glMaterialf(GL_FRONT, GL_SHININESS, 0.0);.......
http://usi3.com/TankAction.html
TITLE : Texturing and Lighting in OpenGL3D Game Engine Programming
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, m_Shininess );.......
http://www.3dgep.com/texturing-and-lighting-in-opengl/
TITLE : GLUT Trackball Demo - opencascade - q
glMaterialf(GL_FRONT, GL_SHININESS, 60.0);.......
http://www.cnblogs.com/opencascade/p/glut_trackball.html
TITLE : Function graphics in 3D
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, fShine);.......
http://www.codeguru.com/cpp/g-m/opengl/article.php/c5581/Function-graphics-in-3D.htm
TITLE : 3D MEDICAL DATA VISUALIZATION TOOLKIT
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material_Se);.......
http://www.dca.fee.unicamp.br/courses/IA369E/2s2010/projects/vidalon_watanabe/index.htm
TITLE : ASSIMP drawing textured model - Graphics and GPU Programming - GameDev.net
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);.......
http://www.gamedev.net/forums/topic/582240-assimp-drawing-textured-model/
TITLE : ASSIMP drawing textured model - Graphics and GPU Programming - GameDev.net
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);.......
http://www.gamedev.net/forums/topic/582240-assimp-drawing-textured-model/
TITLE : Chapter 5 - OpenGL Programming Guide
glMaterialf(GL_FRONT, GL_SHININESS, 25.0);.......
http://www.glprogramming.com/red/chapter05.html
TITLE : Fixed-Function to Modern OpenGL (part 4 of 4) | ICS - Integrated Computer Solutions
glMaterialf(GL_FRONT, GL_SHININESS, 10.0); /* NOT default value */.......
http://www.ics.com/blog/fixed-function-modern-opengl-part-4-4
TITLE : Demonstration of polygon offset to draw a shaded polygon and its wireframe counterpart - Java Tips
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, 0.0f);.......
http://www.java-tips.org/other-api-tips-100035/112-jogl/1643-demonstration-of-polygon-offset-to-draw-a-shaded-polygon-and-its-wireframe-counterpart.html
TITLE : glMaterial
void glMaterialf( GLenum face,.......
http://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glMaterial.xml
TITLE : JOGL (Java OpenGL) Tutorial
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, 0.5f);.......
http://www.land-of-kain.de/docs/jogl/
TITLE : JOGL (Java OpenGL) Tutorial
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, 90f);.......
http://www.land-of-kain.de/docs/jogl/
TITLE : JOGL (Java OpenGL) Tutorial
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, 0f);.......
http://www.land-of-kain.de/docs/jogl/
TITLE : glMaterialfv( )
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); //The shininess parameter.......
http://www.opengl.org/discussion_boards/showthread.php/177096-glMaterialfv(-)
TITLE : oZone3D.Net Tutorials - Phong Lighting with GLSL - OpenGL Shading Language - Point Light - Spot Light - Attenuation
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, f );.......
http://www.ozone3d.net/tutorials/glsl_lighting_phong.php
TITLE : OpenGL Shadow Mapping Tutorial - Paul's Projects
//Use the color as the ambient and diffuse material glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); //White specular material color, shininess 16 glMaterialfv(GL_FRONT, GL_SPECULAR, white); glMaterialf(GL_FRONT, GL_SHININESS, 16.0f);.......
http://www.paulsprojects.net/tutorials/smt/smt.html
TITLE : Computer Graphics and Visualisation
Three dimensional structures are perceived by how different surfaces reflect light. Surfaces may be modelled using glMaterialfv(surfaces, what, *values), where surfaces is which surfaces are to be manipulated (i.e., just the front of a polygon with GL_FRONT or both sides with GL_FRONT_AND_BACK) what is the material attribute to be manipulated (e.g., GL_AMBIENT_AND_DIFFUSE for lighting and GL_SHININESS for shininess). For single values, glMaterialf(surfaces, what, v) can be used........
http://www.pling.org.uk/cs/cgv.html
TITLE : 4. Camera Models and Augmented Reality - Programming Computer Vision with Python [Book]
glMaterialf(GL_FRONT,GL_SHININESS,0.25*128.0).......
http://www.safaribooksonline.com/library/view/programming-computer-vision/9781449341916/ch04.html
TITLE : An implementation of Marching Cubes and Marching Tetrahedrons - Siafoo
glMaterialf( GL_FRONT, GL_SHININESS, 25.0);.......
http://www.siafoo.net/snippet/100
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https://www.google.com/#q=glMaterialf