The DiffuseSpecularMaterial class provides a default implementation of the phong lighting effect. More...
Import Statement: | import Qt3D.Extras 2.0 |
Since: | Qt 5.10 |
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.
alphaBlending : bool |
Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.
ambient : color |
Holds the ambient color.
diffuse : var |
Holds the diffuse color of the material. This can be either a plain color value or a texture.
normal : var |
Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.
shininess : real |
Holds the shininess exponent.
specular : var |
Holds the specular color of the material. This can be either a plain color value or a texture.
textureScale : real |
Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.
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