The DiffuseMapMaterial provides a default implementation of the phong lighting effect where the diffuse light component is read from a texture map. More...
| Import Statement: | import Qt3D.Extras 2.8 |
| Inherits: | |
| Status: | Deprecated |
This type is deprecated. We strongly advise against using it in new code.
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:
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.
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ambient : color |
Holds the current ambient color.
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diffuse : TextureImage |
Holds the current texture used as the diffuse map.
By default, the diffuse texture has the following properties:
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shininess : real |
Holds the current shininess.
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specular : color |
Holds the current specular color.
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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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