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Lighting Test Descriptions
13
- This chapter describes the Lighting test programs. The following is defined for each test program:
-
- Name of the test program
- Test types (See the section, "Denizen Test Types" on page 2 for the different test types.)
- Description of the test program
- Attributes tested by the program
- Operators tested by the program
- Output from the test program
· light_pg_amb_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders polygons without edges with color_normal_flag_f3d vertex type, one ambient light source, various ambient coefficients, and light colors utilizing per facet illumination. Sets five different light colors for each of the ambient coefficient sets, and tries three ambient coefficients. The light colors set starts very close to an index value of 0, which is the color black, and gradually lightens to an index value of the color table size, which in this case is equivalent to the color white in five |
- equidistant increments. The ambient coefficient selections are equidistant increments from 0 to 1 for a total of three selections.
- Attributes Tested: See Table 13-1, Column A at the end of this chapter.
- Operators Tested: xgl_object_set
-
-
xgl_object_get
xgl_polygon
Output: For values close to 0 for the ambient coefficient and the
- light color, the square and triangle polygons are indistinguishable from the black background. For higher values for both these values, these two polygons can be seen in dark gray or lighter gray.
· light_pg_amb_simple_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders polygons without edges with f3d vertex type, one ambient light source, various ambient coefficients, and light colors utilizing per facet illumination. Sets three different light colors for each of the ambient coefficient sets, and tries three ambient coefficients. The light colors set starts very close to an index value of the background color 0, which with this color table is red, and gradually lightens to an index value equivalent to the color table size which represents a white color in three equidistant increments. The ambient coefficient selections are equidistant increments from 0 to 1 for a total of three selections. |
- Attributes Tested: See Table 13-1, Column B at the end of this chapter.
- Operators Tested: xgl_object_set
- Output:.....For values close to 0 for the ambient coefficient and the light color, the square and triangle polygons are indistinguishable from the red background. For higher values for both these values, these two polygons can be seen in black, gray, or white.
· light_pg_amb_vtx
-
| Test Types: | INDEX, SM |
| Description: | Renders polygons without edges with color_normal_f3d vertex type, one ambient light source, various ambient coefficients, and light colors per vertex lighting. Three different cases are tried: (1) ambient coefficient 0.0 and light color white, (2) ambient coefficient 0.0 and light color gray, and (3) ambient coefficient 1.0 and light color white. Vertex colors for the square range from black to gray. Vertex colors for the triangle range from gray to light gray. |
- Attributes Tested: See Table 13-1, Column C at the end of this chapter.
- Operators Tested: xgl_object_set
-
-
xgl_object_get
xgl_polygon
Output: In the first case and second case, the square polygon and
- the triangle polygon are indistinguishable from the black background. In the third case, the square is shaded with the left portion a darker gray than the right portion, and the triangle appears practically white.
· light_pg_amb_vtx_rgb
-
| Test Types: | RGB, SM |
| Description: | Renders polygons without edges with color_normal_f3d vertex type, one ambient light source, various ambient coefficients, and light colors per vertex lighting. Three different cases are tried: (1) ambient coefficient 0.0 and light color red, (2) ambient coefficient 0.5 and light color light blue, and (3) ambient coefficient 1.0 and light color red. Vertex colors for the square come in shades of green. Vertex colors for the triangle come in shades of blue. |
- Attributes Tested: See Table 13-1, Column C at the end of this chapter.
- Operators Tested: xgl_object_set
-
-
xgl_object_get
xgl_polygon
-
| Output:· light_pg_amb_facet_rgb | In the first case, both the square and the triangle polygons are indistinguishable from the black background. In the second case, the square is a dark green and the triangle a dark blue. In the final case, the square is black on the left side and red on the right side, while the triangle is red. |
| Test Types: | RGB, SM |
| Description: | Renders polygons with color_normal_flag_i3d vertex type, one ambient light source, various ambient coefficients, and light colors per facet lighting. All vertex colors are cyan. Five different light colors are set for each of the three ambient coefficients. The light colors set ranges from shades of green to black to shades of magenta. The ambient coefficient selections are equidistant increments from 0 to 1 for a total of three selections. |
- Attributes Tested: See Table 13-1, Column A at the end of this chapter.
- Operators Tested: xgl_object_set
-
-
xgl_object_get
xgl_polygon
Output: For an ambient coefficient of 0, the square and triangle
- polygons are blended into the black background color. For the other two ambient coefficients, the two polygons are shades of green.
· light_pg_pos_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders polygons with color_normal_flag_i3d vertex type, one positional light source, and various values for attributes that affect positional lighting per facet lighting. All vertex colors are black. For each of the three different attenuation coefficients, two different light positions are set. For the six values for the light color, three different attenuation coefficients are set. Six different light colors are set for three different combinations for the diffuse reflection coefficient, the specular reflection coefficient, and the object specular exponent. The first light position is |
- directly in front of the square's first vertex. The second light position is directly in front of the triangle's middle vertex. The six different light colors are incremental shades of gray to the final shade of white.
- Attributes Tested: See Table 13-2, Column A at the end of this chapter.
- Operators Tested: xgl_object_set
-
-
xgl_object_get
xgl_polygon
Output: In the cases where the light color is near white and the
- coefficients and exponents are high values, the square and the triangle polygons appear as the color gray, which is somewhere in the range from dark gray to practically white.
· light_ts_amb_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders tristrips without edges with color_normal_flag_i3d vertex type, one ambient light source, various ambient coefficients and light colors, in index mode, per facet lighting. The vertex colors are shades of gray. For three different equidistant values ranging from 0 to 1.0 for the ambient coefficient, three different light colors are orange and the other two range from black to white. |
- Attributes Tested: See Table 13-2, Column B at the end of this chapter.
- Operators Tested: xgl_object_set
- Output:.....Where the ambient coefficient is 0 or the light color is 0, the tristrip blends into the background color of orange. As the ambient coefficient climbs to 1.0 and the light color climbs to white, the tristrip varies from black to shades of gray and white.
· light_ts_pttypes_pos_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders all non-i3d vertex types for tristrips without edges with one positional light source, and fixed values for attributes that affect positional lighting per facet lighting. Uses nine different point types to test the same setting for lighting conditions for a tristrip made up of three triangles. Point types in the order of their use are |
| XGL_PT_F3D, XGL_PT_COLOR_F3D,· light_ts_pos_facet |
| Test Types: | INDEX, SM |
| Description: | Renders tristrips with color_normal_flag_f3d vertex type, one positional light source, and various values for attributes that affect positional lighting per facet lighting. The vertex color used for the composite tristrip made up of three triangles is the same as the background color, which is blue. For the six different light positions tried, three different settings for the two attenuation coefficients are set. For this setting, six different light colors are set. For the three different cases that specify the diffuse reflection coefficient, specular reflection coefficient, and the object specular exponent, six different light colors are tried. The light colors are equidistant from each other and |
- they range from dark gray to virtually white. The light positions are all in front of the primitive. They represent positions on a 45 degree line from the left side of the primitive past the outermost right side of the primitive while passing directly in front of the common vertex to all three triangles.
- Attributes Tested: See Table 13-2, Column A at the end of this chapter.
- Operators Tested: xgl_object_set
-
| Output:· light_ts_edge_pos_facet_rgb | Dependent on variables set, zero, one, two, or three triangles are displayed black on a blue background. |
| Test Types: | RGB, SM |
| Description: | Renders all non-i3d vertex types for tristrips with edges, one positional light source, and fixed values for attributes that affect positional lighting per facet lighting. The point types used in the order of their appearance are flag_f3d, color_flag_f3d, normal_flag_f3d, and color_normal_flag_f3d. Each point type is used to render the same primitive, which is a tristrip composed of three triangles. The facet color set for the first triangle is pink, the second is light green, and the third is white. The light color is a shade of magenta. The light position is the common vertex to all three triangles. |
- Attributes Tested: XGL_CTX_SURF_EDGE_FLAG
- and Table 13-2, Column A at the end of this chapter
- Operators Tested: xgl_object_set
- Output:.....A tristrip composed of three triangles separated by wide red edges with the bottom triangle appearing gray while the other two appear black.
· light_ts_dir_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders tristrips with f3d vertex type and facet color normals, one directional light source, and various values for attributes that affect directional lighting per facet lighting. The facet colors are white. The light direction is varied to point at each of the three triangles that make up the tristrip. The light color is white except for the last test tried. |
- Attributes Tested: XGL_LIGHT_DIRECTIONAL XGL_LIGHT_DIRECTION and Table 13-2, Column B at the end of this chapter
- Operators Tested: xgl_object_set
- Output:.....The first frame: light directed at the first triangle which is light gray, the second triangle is black, and the third (bottom) triangle is dark gray.
- The second frame: light directed at the second triangle. The first triangle is black, the second triangle is light gray, and the third (bottom) triangle is dark gray. The third frame: light directed at the third (bottom) triangle. The two top triangles are black and the bottom triangle is white.
- The final frame: changes light color from white to gray but leaves light direction as is. The top two triangles are black, and the bottom triangle is gray. The background color is red.
· light_qm_edge_spot_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders all non-i3d vertex types for quadmeshes with edges, one spot light source, and fixed values for attributes that affect spot lighting per facet lighting. The same two quadmeshes are rendered using these four point types in the order specified: flag_f3d, color_flag_f3d, normal_flag_f3d, and |
-
color_normal_flag_f3d. The light color is white. The facet colors are various shades of white. The position of the light is at the second vertex in the first quadmesh.
- Attributes Tested: XGL_LIGHT_ENABLE_TYPE_SPOT
- and Table 13-2, Column A at the end of this chapter
- Operators Tested: xgl_object_set
-
| Output:· light_qm_pttypes_spot_facet_rgb | Two quadmeshes sharing the same wide gray edge. The first quadmesh shows the artifacts from shading and rendering quadmeshes as tristrips by its composition of one lighter gray tristrip and one darker gray tristrip. The second quadmesh is black. |
| Test Types: | RGB, SM |
| Description: | Renders all non i3d vertex types for quadmeshes without edges, with one spot light source, and with fixed values for attributes that affect spot lighting per facet lighting. The same two quadmeshes are rendered using nine different point types in the following order: f3d, |
-
-
color_f3d, normal_f3d, color_normal_f3d,
flag_f3d, color_flag_f3d, normal_flag_f3d,
color_normal_flag_f3d, and f3h. The facet colors are
light red and light green. The light color is close to white.
The light position is the first vertex of the first quadmesh.
Attributes Tested: XGL_LIGHT_ENABLE_TYPE_SPOT
XGL_LIGHT_SPOT
XGL_LIGHT_SPOT_ANGLE
XGL_LIGHT_SPOT_EXPONENT
XGL_LIGHT_DIRECTION
- and Table 13-2, Column A at the end of this chapter
- Operators Tested: xgl_object_set
-
-
xgl_object_get
xgl_quadrilateral_mesh
Output: The left quadmesh, due to the artifacts from shading and
- rendering quadmesh as tristrips, appears as a brown tristrip and a black tristrip. The right quadmesh is olive green. The background color is black.
· light_qm_spot_facet_rgb
-
| Test Types: | RGB, SM |
| Description: | Renders quadmeshes with color_normal_flag_f3d vertex type, one spot light source, and various values for attributes that affect spot lighting per facet lighting. The vertex color is light green. The first facet color is light red, and the second facet color is light green. For seven different values of the light position, four different light directions are tried and two different settings for the two attenuation coefficients are tried. Six different light colors are tried for the two different settings for the two attenuation coefficients. Three different combinations for the diffuse reflection coefficient, the specular reflection coefficient, and the object specular exponent are tried with the six different light colors. The light colors set range from cyan to red. The light position varies from in front of the primitive to behind the primitive, but is always located at the first vertex of the first quadmesh. |
- Attributes Tested: XGL_LIGHT_ENABLE_TYPE_SPOT XGL_LIGHT_SPOT XGL_LIGHT_SPOT_ANGLE XGL_LIGHT_SPOT_EXPONENT and Table 13-2, Column A at the end of this chapter
- Operators Tested: xgl_object_set
- Output:.....The background color is black. Two quadmeshes appear on the screen and may have a variety of different colors from this assortment: (1) both blend into the background, (2) blue quadrilateral mesh next to an olive green quadrilateral mesh, (3) blue quad next to a quad with
-
artifacts from its tristrips counterparts (olive green/forest green), (4) mint green quad next to dark blue quad, (5) mint green quad next to a quad with artifacts from its tristrips counterparts (olive green/dark blue), (6) orange quad next to a black quad, (7) tan quad next to a black quad, (8) red quad next to a brown quad, (9) red quad next to a quad with artifacts from its tristrips counterparts (brown/black), (10) red quad next to a quad with artifacts from its tristrips counterparts (dark brown/light brown), (11) blue quad next to a forest green quad, (12) mint green quad next to an olive green quad, (13) quad with artifacts from its tristrips counterparts (blue/purple) next to an olive green quad (14) quad with artifacts from its tristrips counterparts (orange/tan), (15) pink quad next to a quad with artifacts from its tristrips counterparts (dark brown/black).
· light_spg_pttypes_dir_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders simple polygons with some version of f3d vertex type, one directional light source, and various values for attributes that affect directional lighting in index mode, per facet lighting. The same two polygons are rendered with the same settings for lighting attributes but with nine different vertex types in the following order: f3d, color_f3d, normal_f3d, color_normal_f3d, flag_f3d, color_flag_f3d, normal_flag_f3d, color_normal_flag_f3d, and f3h. The light color is practically white. The facet colors are white. The surface color is blue, which is the same as the background color. |
- Attributes Tested: See Table 13-2, Column C at the end of this chapter.
- Operators Tested: xgl_object_set
- Output:.....The background color is blue. A square dark gray polygon on the left side, and a lighter gray bow tie polygon on the right side of the window raster.
· light_spg_edge_dir_facet_rgb
-
| Test Types: | RGB, SM |
| Description: | Renders simple polygons with edges and some version of f3d vertex type, one directional light source, and various values for attributes that affect directional lighting per facet lighting. The same two polygons are rendered with the same settings for lighting attributes but with nine different vertex types in the following order: f3d, color_f3d, normal_f3d, color_normal_f3d, flag_f3d, color_flag_f3d, normal_flag_f3d, color_normal_flag_f3d, and f3h. The light color is practically white. The facet colors are white. The surface color is black the same as the background. The edge color is red. |
- Attributes Tested: XGL_CTX_SURF_EDGE_FLAG XGL_CTX_EDGE_COLOR XGL_CTX_EDGE_WIDTH_SCALE_FACTOR and Table 13-2, Column C at the end of this chapter
- Operators Tested: xgl_object_set
-
| Output:· light_spg_dir_facet_rgb | The background color is black. A square dark gray polygon with red edges on left side and lighter gray bow tie polygon with red edges on the right side of the window raster. |
| Test Types: | RGB, SM |
| Description: | Renders simple polygons with color_normal_flag_f3d vertex type, one directional light source, and various values for attributes that affect directional lighting per facet lighting. The facet color is white and the surface color is black. The light color ranges from green to magenta in six equidistant steps. For two different light directions, six different light colors are tried. For three different combinations for the diffuse reflection |
- coefficient, the specular reflection coefficient, and the object specular exponent, six different light colors are tried.
- Attributes Tested: See Table 13-2, Column C at the end of this chapter.
- Operators Tested: xgl_object_set
-
-
xgl_object_get
xgl_multi_simple_polygon
Output: The background color is black. Two polygons appear on
- the screen and may have a variety of different colors from this assortment: (1) both blend into the background, (2) an olive green square next to a forest green bowtie, (3) a neon green square next to an olive green bowtie, (4) an olive green square next to an olive green bow tie, (5) a green square, (6) a purple square, (7) a dark purple square next to a burgundy bow tie, (8) a neon purple square next to a dark burgundy bow tie, (9) a forest green square next to a neon green bow tie, (10) a neon green square next to a forest green bow tie, (11) a light blue square next to an olive green bow tie, (12) a burgundy square next to a burgundy bow tie, (13) a violet square next to a burgundy bow tie, (14) a burgundy square next to a neon purple bow tie, (15) a neon purple square next to a purple bow tie, and (16) a purple square next to a neon purple bow tie.
· light_many
-
| Test Types: | RGB, SM |
| Description: | Tries nine lights since Sun's gs (that is, cg12) permits eight lights in hardware. Renders two tristrips with vertex colors of black and a surface color of blue. The nine lights use light colors ranging from green to magenta. Sets all nine lights off and renders three tristrips normally. Sets the nine lights on, one by one, each time rendering the three tristrips. Finally, sets the nine lights off, one by one, each time rendering the three tristrips. The variety of the nine lights set consists of three ambient, two directional, two positional, and two spot sources. |
- Attributes Tested: XGL_LIGHT_ENABLE_COMP_AMBIENT
-
-
XGL_3D_CTX_SURF_FRONT_AMBIENT
XGL_LIGHT_AMBIENT
-
XGL_LIGHT_DIRECTIONAL XGL_LIGHT_DIRECTION XGL_LIGHT_POSITIONAL XGL_LIGHT_SPOT XGL_LIGHT_SPOT_ANGLE XGL_LIGHT_SPOT_EXPONENT and Table 13-2, Column A at the end of this chapter
- Operators Tested: xgl_object_set
- Output:.....Turning the lights on, one by one: (1) lights all off--tristrips blend into black background, (2) add ambient light source--first tristrip is black, second is neon green, and bottom is forest green, (3) add directional light source--first tristrip is black, the other two are neon green, (4) add positional light source--no change, (5) add spot light source--no change, (6) add ambient light source--first tristrip is gray, second is mint green, and bottom is neon green, (7) add directional light source--1st tristrip is gray, second is light gray, and bottom is mint green, (8) add positional light source--no change, (9) add spot light source--no change, (10) add ambient light source--first tristrip is purple, second is light gray, and bottom is light blue.
- Turning the lights off, one by one: (1) ambient lights off--first tristrip is neon purple, second is gray, and bottom is violet, (2) directional light off--first tristrip is neon purple, second is violet, and bottom is purple, (3) positional light off--no change, (4) spot light off--no change, (5) ambient light off--first and second tristrips are neon purple, and bottom tristrip is blue, (6) directional light off--no change, (7) positional light off--no change, (8) spot light off--no change, and (9) ambient light off--tristrip composite blends into black background.
· light_copy
-
| Test Types: | RGB, SM |
| Description: | Copies a light object into another light object. Tries all light types and verifies that the destination light object has the same properties as the source light object after the copying is completed. Tests that this works when the source light object and destination light object are the same. |
- Attributes Tested: XGL_LIGHT
-
-
XGL_LIGHT_TYPE
XGL_LIGHT_AMBIENT
XGL_LIGHT_COLOR
XGL_LIGHT_DIRECTIONAL
XGL_LIGHT_DIRECTION
XGL_LIGHT_POSITIONAL
XGL_LIGHT_POSITION
XGL_LIGHT_ATTENUATION_1
XGL_LIGHT_ATTENUATION_2
XGL_LIGHT_SPOT
XGL_LIGHT_SPOT_ANGLE
XGL_LIGHT_SPOT_EXPONENT
Operators Tested: xgl_object_set
xgl_object_get
xgl_light_copy
Output: No window raster is brought up and the action all appears
to be behind the scenes.
· light_ts_amb_dir_facet
-
| Test Types: | INDEX, SM |
| Description: | Sets up two lights, one ambient and the other directional. Draws the front and back facing triangles with the directional light off to check if ambient is still applied correctly. The first triangle is facing the front, and the second triangle is facing the back. The illumination is per facet. |
- Attributes Tested: XGL_3D_CTX_SURF_BACK_COLOR
-
-
XGL_3D_CTX_SURF_FACE_DISTINGUISH
XGL_CTX_SURF_FRONT_FILL_STYLE
-
-
XGL_SURF_FILL_SOLID
XGL_3D_CTX_SURF_BACK_FILL_STYLE
XGL_3D_CTX_SURF_FRONT_AMBIENT
XGL_3D_CTX_SURF_BACK_AMBIENT
XGL_3D_CTX_SURF_BACK_DIFFUSE
XGL_3D_CTX_SURF_BACK_SPECULAR
XGL_3D_CTX_SURF_BACK_SPECULAR_POWER
XGL_3D_CTX_HLHSR_MODE
XGL_3D_CTX_SURF_BACK_SPECULAR_COLOR
XGL_3D_CTX_SURF_BACK_ILLUMINATION
XGL_HLHSR_NONE
XGL_LIGHT_AMBIENT
- and Table 13-2, Column C at the end of this chapter
- Operators Tested: xgl_object_set
-
| Output:· light_ts_amb_dir_vtx | Both lights on, two triangles side by side with the leftmost light gray and the second dark gray. Only the ambient light source and both triangles are black. The background color is red. |
| Test Types: | INDEX, SM |
| Description: | Sets up two lights, one ambient and the other directional. Draws the front-facing and back-facing triangles with the directional light off. The first triangle is facing the front, and the second triangle is facing the back. Illumination is per vertex. |
- Attributes Tested: XGL_3D_CTX_SURF_FACE_DISTINGUISH
- and Table 13-2, Column C at the end of this chapter
- Operators Tested: xgl_object_set
-
-
xgl_triangle_strip
xgl_object_get
Output: With both lights on, the first triangle is black and the
- second triangle is shaded gray with the lightest portion at the vertex pointing toward the bottom of the window raster. Only the ambient light source and both triangles are black. The background color is red.
· light_ts_modclip_amb_facet
-
| Test Types: | INDEX, SM |
| Description: | Renders tristrip that is model clipped, an ambient light source, and index mode. Tries per facet lighting. For three values for the ambient reflection coefficient, try three values for the light color. A tristrip composed of three triangles is rendered. |
- Attributes Tested: XGL_3D_CTX_MODEL_CLIP_PLANE_NUM XGL_3D_CTX_MODEL_CLIP_PLANES and Table 13-2, Column B at the end of this chapter
- Operators Tested: xgl_object_set
- Output:.....The tristrips form a house shape. The tristrips may (1) blend into the red background, or (2) the second tristrip, (that is, right side of the roof) is gray while the rest of the house is black.
-
Table 13-1
| Column A | Column B | Column C |
| XGL_CTX_SURF_FRONT_COLOR | XGL_CTX_SURF_FRONT_COLOR | XGL_CTX_SURF_FRONT_COLOR |
| XGL_3D_CTX_SURF_FRONT_ ILLUMINATION | XGL_3D_CTX_SURF_FRONT_ ILLUMINATION | XGL_3D_CTX_SURF_FRONT_ ILLUMINATION |
| XGL_ILLUM_PER_FACET | XGL_ILLUM_PER_FACET | XGL_ILLUM_PER_FACET |
| XGL_3D_CTX_SURF_FRONT_LIGHT _COMPONENT | XGL_3D_CTX_HLHSR_MODE | XGL_3D_CTX_SURF_FRONT_LIGHT _COMPONENT |
| XGL_LIGHT_ENABLE_COMP_ AMBIENT | XGL_HLHSR_Z_BUFFER | XGL_LIGHT_ENABLE_COMP_ AMBIENT |
| XGL_3D_CTX_SURF_FRONT_LIGHT _TYPE | XGL_3D_CTX_SURF_FRONT_LIGHT _COMPONENT | XGL_3D_CTX_SURF_FRONT_LIGHT _TYPE |
| XGL_LIGHT_ENABLE_TYPE_ AMBIENT | XGL_LIGHT_ENABLE_COMP_ AMBIENT | XGL_LIGHT_ENABLE_TYPE_ AMBIENT |
| XGL_3D_CTX_LIGHT_NUM | XGL_3D_CTX_SURF_FRONT_LIGHT _TYPE | XGL_3D_CTX_LIGHT_NUM |
| XGL_3D_CTX_LIGHT_SWITCHES | XGL_LIGHT_ENABLE_TYPE_ AMBIENT | XGL_3D_CTX_LIGHT_SWITCHES |
| XGL_3D_CTX_LIGHTS | XGL_3D_CTX_LIGHT_NUM | XGL_3D_CTX_LIGHTS |
| XGL_LIGHT_TYPE | XGL_3D_CTX_LIGHT_SWITCHES | XGL_LIGHT_TYPE |
| XGL_LIGHT_AMBIENT | XGL_3D_CTX_LIGHTS | XGL_LIGHT_AMBIENT |
| XGL_3D_CTX_SURF_FRONT_ AMBIENT | XGL_LIGHT_TYPE | XGL_3D_CTX_SURF_FRONT_ AMBIENT |
| XGL_LIGHT_COLOR | XGL_LIGHT_AMBIENT | XGL_LIGHT_COLOR |
-
Table 13-2
| Column A | Column B | Column C |
| XGL_CTX_SURF_FRONT_COLOR | XGL_3D_CTX_SURF_FRONT_ ILLUMINATION | XGL_CTX_SURF_FRONT_COLOR |
| XGL_3D_CTX_SURF_FRONT_ ILLUMINATION | XGL_ILLUM_PER_FACET | XGL_3D_CTX_SURF_FRONT_ ILLUMINATION |
| XGL_ILLUM_PER_FACET | XGL_3D_CTX_SURF_FRONT_ DIFFUSE | XGL_ILLUM_PER_FACET |
| XGL_3D_CTX_SURF_FRONT_LIGHT _COMPONENT | XGL_3D_CTX_SURF_FRONT_ SPECULAR | XGL_3D_CTX_SURF_FRONT_LIGHT _COMPONENT |
| XGL_LIGHT_ENABLE_COMP_ DIFFUSE | XGL_3D_CTX_SURF_FRONT_ SPECULAR_POWER | XGL_LIGHT_ENABLE_COMP_ DIFFUSE |
| XGL_LIGHT_ENABLE_COMP_ SPECULAR | XGL_3D_CTX_LIGHT_NUM | XGL_LIGHT_ENABLE_COMP_ SPECULAR |
| XGL_3D_CTX_SURF_FRONT_LIGHT _TYPE | XGL_3D_CTX_SURF_FRONT_ SPECULAR_COLOR | XGL_3D_CTX_SURF_FRONT_LIGHT _TYPE |
| XGL_LIGHT_ENABLE_TYPE_ POSITIONAL | XGL_3D_CTX_LIGHT_SWITCHES | XGL_LIGHT_ENABLE_TYPE_ DIRECTIONAL |
| XGL_3D_CTX_LIGHT_NUM | XGL_3D_CTX_SURF_FRONT_LIGHT _COMPONENT | XGL_3D_CTX_LIGHT_NUM |
| XGL_3D_CTX_LIGHT_SWITCHES | XGL_LIGHT_ENABLE_COMP_ AMBIENT | XGL_3D_CTX_LIGHT_SWITCHES |
| XGL_3D_CTX_SURF_FRONT_ SPECULAR_COLOR | XGL_3D_CTX_SURF_FRONT_LIGHT _TYPE | XGL_3D_CTX_SURF_FRONT_ SPECULAR_COLOR |
| XGL_3D_CTX_LIGHTS | XGL_LIGHT_ENABLE_TYPE_ AMBIENT | XGL_3D_CTX_SURF_FRONT_ DIFFUSE |
| XGL_LIGHT_TYPE | XGL_3D_CTX_LIGHTS | XGL_3D_CTX_SURF_FRONT_ SPECULAR |
| XGL_LIGHT_POSITIONAL | XGL_LIGHT_TYPE | XGL_3D_CTX_SURF_FRONT_ SPECULAR_POWER |
| XGL_3D_CTX_SURF_FRONT_ DIFFUSE | XGL_LIGHT_AMBIENT | XGL_3D_CTX_LIGHTS |
-
Table 13-2
| Column A | Column B | Column C |
| XGL_3D_CTX_SURF_FRONT_ SPECULAR | XGL_3D_CTX_SURF_FRONT_ AMBIENT | XGL_LIGHT_TYPE |
| XGL_3D_CTX_SURF_FRONT_ SPECULAR_POWER | XGL_LIGHT_COLOR | XGL_LIGHT_DIRECTIONAL |
| XGL_LIGHT_COLOR | XGL_LIGHT_DIRECTION |
XGL_LIGHT_ATTENUATION_1
XGL_LIGHT_ATTENUATION_2
XGL_LIGHT_POSITION | XGL_LIGHT_COLOR |
|
|