The NormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map. 更多...
import 语句: | import Qt3D.Extras 2.7 |
继承: | |
状态: | Deprecated |
This type is deprecated. We strongly advise against using it in new code.
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.
ambient : color |
Holds the current ambient color.
diffuse : TextureImage |
Holds the current diffuse map texture.
By default, the diffuse texture has the following properties:
normal : TextureImage |
Holds the current normal map texture.
By default, the normal texture has the following properties:
shininess : real |
Holds the current shininess.
specular : TextureImage |
Holds the current specular map texture.
By default, the specular texture has the following properties:
textureScale : real |
Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.
When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of
4.0
would result in 16 (4x4) tiles.