Lines Matching refs:material
699 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
702 if (stateblock->material.Power > gl_info->limits.shininess)
704 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
710 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
713 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
758 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
759 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
761 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
762 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
764 stateblock->material.Specular.r, stateblock->material.Specular.g,
765 stateblock->material.Specular.b, stateblock->material.Specular.a);
767 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
768 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
770 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
772 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
774 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1282 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1287 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1292 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1297 /* Only change material color if specular is enabled, otherwise it is set to black */
1299 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);