以下成员源于类 Qt3DExtras 已过时。 提供它们是为使旧源代码能继续工作。强烈建议不要在新代码中使用它们。
(obsolete)
class
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QDiffuseMapMaterial |
(obsolete)
class
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QDiffuseSpecularMapMaterial |
(obsolete)
class
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QNormalDiffuseMapAlphaMaterial |
(obsolete)
class
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QNormalDiffuseMapMaterial |
(obsolete)
class
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QNormalDiffuseSpecularMapMaterial |
(obsolete)
class
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QPhongAlphaMaterial |
(obsolete)
class
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QPhongMaterial |
(obsolete)
class
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QTexturedMetalRoughMaterial |
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
The QDiffuseMapMaterial provides a default implementation of the phong lighting effect where the diffuse light component is read from a texture map.
This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
The QDiffuseSpecularMapMaterial provides a default implementation of the phong lighting effect where the diffuse and specular light components are read from texture maps.
This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
The QNormalDiffuseMapAlphaMaterial provides a specialization of QNormalDiffuseMapMaterial with alpha coverage and a depth test performed in the rendering pass.
This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
The QNormalDiffuseMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse light component is read from a texture map and the normals of the mesh being rendered from a normal texture map.
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
The QNormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map.
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
The QPhongAlphaMaterial class provides a default implementation of the phong lighting effect with alpha.
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
The QPhongMaterial class provides a default implementation of the phong lighting effect.
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
This class is deprecated; use QMetalRoughMaterial 代替。
该类在 Qt 5.9 引入。