The PhongAlphaMaterial class provides a default implementation of the phong lighting effect with alpha. 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 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:
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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alpha : real |
Holds the alpha component of the object which varies between 0 and 1.
The default value is 0.5.
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ambient : color |
Holds the current ambient color.
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blendFunctionArg : BlendEquation::BlendFunction |
Holds the blend equation function argument.
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destinationAlphaArg : BlendEquationArguments::Blending |
Holds the blend equation destination alpha blending argument.
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destinationRgbArg : BlendEquationArguments::Blending |
Holds the blend equation destination RGB blending argument.
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diffuse : color |
Holds the current diffuse color.
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shininess : real |
Holds the current shininess.
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sourceAlphaArg : BlendEquationArguments::Blending |
Holds the blend equation source alpha blending argument.
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sourceRgbArg : BlendEquationArguments::Blending |
Holds the blend equation source RGB blending argument.
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specular : color |
Holds the current specular color.