Web site layout - OpenGL Super Bible! Page 329 except where the

OpenGL Super Bible! Page 329 except where the surface points away from the light source (in which case it would be black and unlit). To temper this effect, we use the next line of code after the specular component is specified, as follows: glMateriali(GL_FRONT,GL_SHININESS,128); The GL_SHININES property sets the specular exponent of the material, which specifies how small and focused the specular highlight is. A value of 0 specifies an unfocused specular highlight, which is actually what is producing the brightening of the colors evenly across the entire polygon. If you set this value, you reduce the size and increase the focus of the specular highlight, causing a shiny spot to appear. The larger the value, the more shiny and pronounced the surface. The range of this parameter is 1 128 for all implementations of OpenGL. Listing 9-6 shows the new SetupRC code in the sample program SHINYJET. This is the only code that changed from LITJET (other than the title of the window) to produce a very shiny and glistening jet. Figure 9-17 shows the output from this program, but to fully appreciate the effect, you should run the program and hold down one of the arrow keys to spin the jet about in the sunlight. Figure 9-17 Output from the SHINYJET program
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