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

Import Statement: import Qt3D.Extras 2.4
Since: Qt 5.7



Detailed Description

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.

Property Documentation

ambient : color

Holds the current ambient color.

diffuse : color

Holds the current diffuse color.

shininess : real

Holds the current shininess.

specular : color

Holds the current specular color.

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