DiffuseSpecularMaterial QML Type▲
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Import Statement: import Qt3D.Extras 2.4
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Since:: Qt 5.10
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Instantiates:: QDiffuseSpecularMaterial
Detailed Description▲
The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:
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Ambient is the color that is emitted by an object without any other light source.
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Diffuse is the color that is emitted for rough surface reflections with the lights.
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Specular is the color emitted for shiny surface reflections with the lights.
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The shininess of a surface is controlled by a float property.
This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
Property Documentation▲
alphaBlending : bool▲
Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.
ambient : color▲
Holds the ambient color that is emitted by an object without any other light source.
diffuse : var▲
Holds the diffuse color of the material that is emitted for rough surface reflections with the lights. This can be either a plain color value or a texture.
normal : var▲
Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.
shininess : real▲
Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.
Defaults to 150.0.
specular : var▲
Holds the specular color of the material that is emitted for shiny surface reflections with the lights. This can be either a plain color value or a texture.
textureScale : real▲
Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.
When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of 4.0 would result in 16 (4x4) tiles.