Name |
lightSpecular()光镜面 |
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Examples |
size(100, 100, P3D); background(0); noStroke(); directionalLight(102, 102, 102, 0, 0, -1); lightSpecular(204, 204, 204); directionalLight(102, 102, 102, 0, 1, -1); lightSpecular(102, 102, 102); translate(20, 50, 0); specular(51, 51, 51); sphere(30); translate(60, 0, 0); specular(102, 102, 102); sphere(30); |
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Description |
Sets the specular color for lights. Like fill(), it affects only the elements which are created after it in the code. Specular refers to light which bounces off a surface in a preferred direction (rather than bouncing in all directions like a diffuse light) and is used for creating highlights. The specular quality of a light interacts with the specular material qualities set through the specular() and shininess() functions. 设置光源的镜面颜色。与填充 () 一样, 它只影响在代码中创建的元素。镜面是指光线从一个方向反射到一个表面 (而不是像漫反射光那样在所有方向上弹跳), 并用于创建亮点。光的镜面质量与通过镜面 () 和光泽 () 函数设置的镜面材质品质相互作用。 |
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Syntax |
lightSpecular(v1, v2, v3) |
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Parameters |
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Returns |
void |
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Related |
specular() |
- 本文固定链接: http://iprocessing.cn/2017/08/05/lightspecular光镜面/
- 转载请注明: 卡萨布兰卡 于 Processing编程艺术 发表