Material properties

Unlike the light list, these are persistent style state — set once, applied to every shape drawn afterward, not reset per frame — the same contract as Fill()/Stroke().

3D renderer

On this page · 4 entries

Ambient

  • Ambient(gray)
  • Ambient(r, g, b)

Ambient reflectance — how much of each light's ambient contribution a surface reflects. Before this is ever called, it defaults to tracking the current Fill() color, matching Processing; calling it explicitly detaches from that tracking.

Specular

  • Specular(gray)
  • Specular(r, g, b)

Specular reflectance color — controls the color of specular highlights. Has no visible effect until Shininess() is set above 0.

Emissive

  • Emissive(gray)
  • Emissive(r, g, b)

Added on top of a surface's shading regardless of lighting — makes it look like it's glowing on its own, without actually casting light onto other shapes.

Shininess

  • Shininess(float shine)

The specular exponent. 0 (the default) disables the specular highlight entirely; higher values give a smaller, glossier highlight. Needs Specular() and an active light with LightSpecular() set to be visible at all.