Obsolete Members for Qt3DExtras

以下成員源於類 Qt3DExtras 被棄用。 提供它們是為使舊源代碼能繼續工作。強烈建議不要在新代碼中使用它們。

(棄用) class QDiffuseMapMaterial
(棄用) class QDiffuseSpecularMapMaterial
(棄用) class QNormalDiffuseMapAlphaMaterial
(棄用) class QNormalDiffuseMapMaterial
(棄用) class QNormalDiffuseSpecularMapMaterial
(棄用) class QPhongAlphaMaterial
(棄用) class QPhongMaterial

[deprecated] class Qt3DExtras:: QDiffuseMapMaterial

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。

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:

  • 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.

[deprecated] class Qt3DExtras:: QDiffuseSpecularMapMaterial

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。

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:

  • Ambient is the color that is emitted by an object without any other light source.
  • Diffuse is the color that is emitted for rough 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.

[deprecated] class Qt3DExtras:: QNormalDiffuseMapAlphaMaterial

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。

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:

  • 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.

[deprecated] class Qt3DExtras:: QNormalDiffuseMapMaterial

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use QDiffuseSpecularMaterial 代替。

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:

  • 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.

[deprecated] class Qt3DExtras:: QNormalDiffuseSpecularMapMaterial

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use QDiffuseSpecularMaterial 代替。

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:

  • 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.

[deprecated] class Qt3DExtras:: QPhongAlphaMaterial

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use QDiffuseSpecularMaterial 代替。

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.
  • Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).

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.

[deprecated] class Qt3DExtras:: QPhongMaterial

This class is deprecated. We strongly advise against using it in new code.

This class is deprecated; use QDiffuseSpecularMaterial 代替。

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.