The following members of class Qt3DExtras are deprecated. They are provided to keep old source code working. We strongly advise against using them in new code.
(deprecated) class |
QDiffuseMapMaterial |
(deprecated) class |
QDiffuseSpecularMapMaterial |
(deprecated) class |
QNormalDiffuseMapAlphaMaterial |
(deprecated) class |
QNormalDiffuseMapMaterial |
(deprecated) class |
QNormalDiffuseSpecularMapMaterial |
(deprecated) class |
QPhongAlphaMaterial |
(deprecated) class |
QPhongMaterial |
[since 5.7]
class Qt3DExtras::QDiffuseMapMaterialThis class is deprecated. We strongly advise against using it in new code.
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:
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.
[since 5.7]
class Qt3DExtras::QDiffuseSpecularMapMaterialThis class is deprecated. We strongly advise against using it in new code.
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:
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.
[since 5.7]
class Qt3DExtras::QNormalDiffuseMapAlphaMaterialThis class is deprecated. We strongly advise against using it in new code.
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:
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.
[since 5.7]
class Qt3DExtras::QNormalDiffuseMapMaterialThis class is deprecated. We strongly advise against using it in new code.
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:
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.
[since 5.7]
class Qt3DExtras::QNormalDiffuseSpecularMapMaterialThis class is deprecated. We strongly advise against using it in new code.
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:
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.
[since 5.7]
class Qt3DExtras::QPhongAlphaMaterialThis class is deprecated. We strongly advise against using it in new code.
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:
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.
[since 5.7]
class Qt3DExtras::QPhongMaterialThis class is deprecated. We strongly advise against using it in new code.
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:
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.