Obsolete Members for Qt3DExtras

The following members of class Qt3DExtras are obsolete. They are provided to keep old source code working. We strongly advise against using them in new code.

Classes

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

Classes

class Qt3DExtras::QDiffuseMapMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

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 instead.

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.

This class was introduced in Qt 5.7.

class Qt3DExtras::QDiffuseSpecularMapMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

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 instead.

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.

This class was introduced in Qt 5.7.

class Qt3DExtras::QNormalDiffuseMapAlphaMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

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 instead.

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.

This class was introduced in Qt 5.7.

class Qt3DExtras::QNormalDiffuseMapMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

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 instead.

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.

This class was introduced in Qt 5.7.

class Qt3DExtras::QNormalDiffuseSpecularMapMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

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 instead.

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.

This class was introduced in Qt 5.7.

class Qt3DExtras::QPhongAlphaMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QPhongAlphaMaterial class provides a default implementation of the phong lighting effect with alpha.

This class is deprecated; use QDiffuseSpecularMaterial instead.

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.

This class was introduced in Qt 5.7.

class Qt3DExtras::QPhongMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QPhongMaterial class provides a default implementation of the phong lighting effect.

This class is deprecated; use QDiffuseSpecularMaterial instead.

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.

This class was introduced in Qt 5.7.

class Qt3DExtras::QTexturedMetalRoughMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

This class is deprecated; use QMetalRoughMaterial instead.

This class was introduced in Qt 5.9.

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