PhongAlphaMaterial QML Type▲
-
Import Statement: import Qt3D.Extras 2.4
-
Since:: Qt 5.7
-
Inherits:: Material
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:
-
Ambient is the color that is emitted by an object without any other light source.
-
Diffuse is the color that is emitted for rought surface reflections with the lights.
-
Specular is the color emitted for shiny surface reflections with the lights.
-
The shininess of a surface is controlled by a float property.
-
Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).
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▲
alpha : real▲
Holds the alpha component of the object which varies between 0 and 1.
The default value is 0.5.
ambient : color▲
Holds the current ambient color.
blendFunctionArg : BlendEquation::BlendFunction▲
Holds the blend equation function argument.
See Also▲
destinationAlphaArg : BlendEquationArguments::Blending▲
Holds the blend equation destination alpha blending argument.
See Also▲
destinationRgbArg : BlendEquationArguments::Blending▲
Holds the blend equation destination RGB blending argument.
See Also▲
diffuse : color▲
Holds the current diffuse color.
shininess : real▲
Holds the current shininess.
sourceAlphaArg : BlendEquationArguments::Blending▲
Holds the blend equation source alpha blending argument.
See Also▲
sourceRgbArg : BlendEquationArguments::Blending▲
Holds the blend equation source RGB blending argument.
See Also▲
specular : color▲
Holds the current specular color.