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。

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

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。