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Name | ### lightSpecular()
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);
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.
Syntax |
    lightSpecular(v1, v2, v3)
Parameters |
v1 | float: red or hue value (depending on current color mode)
v2 | float: green or saturation value (depending on current color mode)
v3 | float: blue or brightness value (depending on current color mode)
Returns | void
Related | specular() lights() ambientLight() pointLight() spotLight()

Updated on May 19, 2014 05:30:02pm PDT