Obsolete Members for Qt3DExtras

以下成員源於類 Qt3DExtras 已過時。 提供它們是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它們。

(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

該類已過時。 提供它是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它。

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.

該類在 Qt 5.7 引入。

class Qt3DExtras:: QDiffuseSpecularMapMaterial

該類已過時。 提供它是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它。

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.

該類在 Qt 5.7 引入。

class Qt3DExtras:: QNormalDiffuseMapAlphaMaterial

該類已過時。 提供它是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它。

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.

該類在 Qt 5.7 引入。

class Qt3DExtras:: QNormalDiffuseMapMaterial

該類已過時。 提供它是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它。

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.

該類在 Qt 5.7 引入。

class Qt3DExtras:: QNormalDiffuseSpecularMapMaterial

該類已過時。 提供它是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它。

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.

該類在 Qt 5.7 引入。

class Qt3DExtras:: QPhongAlphaMaterial

該類已過時。 提供它是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它。

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.

該類在 Qt 5.7 引入。

class Qt3DExtras:: QPhongMaterial

該類已過時。 提供它是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它。

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.

該類在 Qt 5.7 引入。

class Qt3DExtras:: QTexturedMetalRoughMaterial

該類已過時。 提供它是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它。

該類在 Qt 5.9 引入。