DiffuseSpecularMapMaterial QML Type
The DiffuseSpecularMapMaterial provides a default implementation of the phong lighting effect where the diffuse and specular light components are read from texture maps. More...
Import Statement: | import Qt3D.Extras 2.12 |
Since: | Qt 5.7 |
Properties
- ambient : color
- diffuse : TextureImage
- shininess : real
- specular : TextureImage
- textureScale : real
Detailed Description
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.
Property Documentation
ambient : color |
Holds the current ambient color.
diffuse : TextureImage |
Holds the current diffuse map texture.
By default, the diffuse texture has the following properties:
- Linear minification and magnification filters
- Linear mipmap with mipmapping enabled
- Repeat wrap mode
- Maximum anisotropy of 16.0
shininess : real |
Holds the current shininess.
specular : TextureImage |
Holds the current specular map texture.
By default, the specular texture has the following properties:
- Linear minification and magnification filters
- Linear mipmap with mipmapping enabled
- Repeat wrap mode
- Maximum anisotropy of 16.0
textureScale : real |
Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.
When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of 4.0
would result in 16 (4x4) tiles.
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