Obsolete Members for Qt3DExtras

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。

类

(obsolete) class QDiffuseMapMaterial
(obsolete) class QDiffuseSpecularMapMaterial
(obsolete) class QNormalDiffuseMapAlphaMaterial
(obsolete) class QNormalDiffuseMapMaterial
(obsolete) class QNormalDiffuseSpecularMapMaterial
(obsolete) class QPhongAlphaMaterial
(obsolete) class QPhongMaterial
(obsolete) class QTexturedMetalRoughMaterial

类

class Qt3DExtras:: QDiffuseMapMaterial

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:

  • 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.

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。

class Qt3DExtras:: QDiffuseSpecularMapMaterial

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:

  • Ambient is the color that is emitted by an object without any other light source.
  • Diffuse is the color that is emitted for rough 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.

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。

class Qt3DExtras:: QNormalDiffuseMapAlphaMaterial

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:

  • 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.

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。

class Qt3DExtras:: QNormalDiffuseMapMaterial

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:

  • 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.

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。

class Qt3DExtras:: QNormalDiffuseSpecularMapMaterial

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:

  • 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.

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。

class Qt3DExtras:: QPhongAlphaMaterial

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:

  • 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.

该类在 Qt 5.7 引入。

class Qt3DExtras:: QPhongMaterial

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:

  • 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.

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。

class Qt3DExtras:: 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。

This class is deprecated; use QMetalRoughMaterial 代替。

该类在 Qt 5.9 引入。