<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- qmlextramaterials.qdoc --> <title>NormalDiffuseMapMaterial QML Type | Qt 3D 5.9</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.9</td><td ><a href="qt3d-index.html">Qt 3D</a></td><td ><a href="qt3d-core-qmlmodule.html">QML Types</a></td><td >NormalDiffuseMapMaterial QML Type</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right">Qt 5.9.4 Reference Documentation</td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"> <div class="toc"> <h3><a name="toc">Contents</a></h3> <ul> <li class="level1"><a href="#properties">Properties</a></li> <li class="level1"><a href="#details">Detailed Description</a></li> </ul> </div> <div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">NormalDiffuseMapMaterial QML Type</h1> <span class="subtitle"></span> <!-- $$$NormalDiffuseMapMaterial-brief --> <p>The <a href="qml-qt3d-extras-normaldiffusemapmaterial.html">NormalDiffuseMapMaterial</a> provides a default implementation of the phong lighting and bump effect where the diffuse light component is read from a texture map and the normals of the mesh being rendered from a normal texture map. <a href="#details">More...</a></p> <!-- @@@NormalDiffuseMapMaterial --> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> Import Statement:</td><td class="memItemRight bottomAlign"> import Qt3D.Extras 2.0</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Since:</td><td class="memItemRight bottomAlign"> Qt 5.7</td></tr></table></div><ul> <li><a href="qml-qt3d-extras-normaldiffusemapmaterial-members.html">List of all members, including inherited members</a></li> </ul> <a name="properties"></a> <h2 id="properties">Properties</h2> <ul> <li class="fn"><b><b><a href="qml-qt3d-extras-normaldiffusemapmaterial.html#ambient-prop">ambient</a></b></b> : color</li> <li class="fn"><b><b><a href="qml-qt3d-extras-normaldiffusemapmaterial.html#diffuse-prop">diffuse</a></b></b> : TextureImage</li> <li class="fn"><b><b><a href="qml-qt3d-extras-normaldiffusemapmaterial.html#normal-prop">normal</a></b></b> : TextureImage</li> <li class="fn"><b><b><a href="qml-qt3d-extras-normaldiffusemapmaterial.html#shininess-prop">shininess</a></b></b> : real</li> <li class="fn"><b><b><a href="qml-qt3d-extras-normaldiffusemapmaterial.html#specular-prop">specular</a></b></b> : color</li> <li class="fn"><b><b><a href="qml-qt3d-extras-normaldiffusemapmaterial.html#textureScale-prop">textureScale</a></b></b> : real</li> </ul> <!-- $$$NormalDiffuseMapMaterial-description --> <a name="details"></a> <h2 id="details">Detailed Description</h2> <p>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:</p> <ul> <li>Ambient is the color that is emitted by an object without any other light source.</li> <li>Diffuse is the color that is emitted for rought surface reflections with the lights.</li> <li>Specular is the color emitted for shiny surface reflections with the lights.</li> <li>The shininess of a surface is controlled by a float property.</li> </ul> <p>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.</p> <!-- @@@NormalDiffuseMapMaterial --> <h2>Property Documentation</h2> <!-- $$$ambient --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="ambient-prop"> <td class="tblQmlPropNode"><p> <a name="ambient-prop"></a><span class="name">ambient</span> : <span class="type">color</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current ambient color.</p> </div></div><!-- @@@ambient --> <br/> <!-- $$$diffuse --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="diffuse-prop"> <td class="tblQmlPropNode"><p> <a name="diffuse-prop"></a><span class="name">diffuse</span> : <span class="type"><a href="qml-qt3d-render-textureimage.html">TextureImage</a></span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current diffuse map texture.</p> <p>By default, the diffuse texture has the following properties:</p> <ul> <li>Linear minification and magnification filters</li> <li>Linear mipmap with mipmapping enabled</li> <li>Repeat wrap mode</li> <li>Maximum anisotropy of 16.0</li> </ul> </div></div><!-- @@@diffuse --> <br/> <!-- $$$normal --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="normal-prop"> <td class="tblQmlPropNode"><p> <a name="normal-prop"></a><span class="name">normal</span> : <span class="type"><a href="qml-qt3d-render-textureimage.html">TextureImage</a></span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current normal map texture.</p> <p>By default, the normal texture has the following properties:</p> <ul> <li>Linear minification and magnification filters</li> <li>Repeat wrap mode</li> <li>Maximum anisotropy of 16.0</li> </ul> </div></div><!-- @@@normal --> <br/> <!-- $$$shininess --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="shininess-prop"> <td class="tblQmlPropNode"><p> <a name="shininess-prop"></a><span class="name">shininess</span> : <span class="type">real</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current shininess.</p> </div></div><!-- @@@shininess --> <br/> <!-- $$$specular --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="specular-prop"> <td class="tblQmlPropNode"><p> <a name="specular-prop"></a><span class="name">specular</span> : <span class="type">color</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current specular color.</p> </div></div><!-- @@@specular --> <br/> <!-- $$$textureScale --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="textureScale-prop"> <td class="tblQmlPropNode"><p> <a name="textureScale-prop"></a><span class="name">textureScale</span> : <span class="type">real</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.</p> </div></div><!-- @@@textureScale --> <br/> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>