NormalDiffuseMapAlphaMaterial QML Type▲
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Import Statement: import Qt3D.Extras 2.4
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Since:: Qt 5.7
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Inherits:: Material
Detailed Description▲
The specular 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 rought 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▲
ambient : color▲
Holds the current ambient color.
diffuse : TextureImage▲
Holds the current diffuse map texture.
By default, the diffuse texture has the following properties:
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Linear minification and magnification filters
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Linear mipmap with mipmapping enabled
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Repeat wrap mode
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Maximum anisotropy of 16.0
normal : TextureImage▲
Holds the current normal map texture.
By default, the normal texture has the following properties:
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Linear minification and magnification filters
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Repeat wrap mode
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Maximum anisotropy of 16.0
shininess : real▲
Holds the current shininess.
specular : color▲
Holds the current specular color.
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.