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<td >Qt 5.12</td><td ><a href="qt3d-index.html">Qt 3D</a></td><td >Obsolete Members for Qt3DExtras</td></tr></table><table class="buildversion"><tr>
<td id="buildversion" width="100%" align="right"><a href="qt3d-index.html">Qt 5.12.2 Reference Documentation</a></td>
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<h1 class="title">Obsolete Members for Qt3DExtras</h1>
<p><b>The following members of class <a href="qt3dextras-sub-qt3d.html">Qt3DExtras</a> are obsolete.</b> They are provided to keep old source code working. We strongly advise against using them in new code.</p>
<h2>Classes</h2>
<div class="table"><table class="alignedsummary">
<tr><td class="memItemLeft topAlign rightAlign"> <code>(obsolete) </code>class </td><td class="memItemRight bottomAlign"><b><a href="qt3dextras-qdiffusemapmaterial.html">QDiffuseMapMaterial</a></b></td></tr>
<tr><td class="memItemLeft topAlign rightAlign"> <code>(obsolete) </code>class </td><td class="memItemRight bottomAlign"><b><a href="qt3dextras-qdiffusespecularmapmaterial.html">QDiffuseSpecularMapMaterial</a></b></td></tr>
<tr><td class="memItemLeft topAlign rightAlign"> <code>(obsolete) </code>class </td><td class="memItemRight bottomAlign"><b><a href="qt3dextras-qnormaldiffusemapalphamaterial.html">QNormalDiffuseMapAlphaMaterial</a></b></td></tr>
<tr><td class="memItemLeft topAlign rightAlign"> <code>(obsolete) </code>class </td><td class="memItemRight bottomAlign"><b><a href="qt3dextras-qnormaldiffusemapmaterial.html">QNormalDiffuseMapMaterial</a></b></td></tr>
<tr><td class="memItemLeft topAlign rightAlign"> <code>(obsolete) </code>class </td><td class="memItemRight bottomAlign"><b><a href="qt3dextras-qnormaldiffusespecularmapmaterial.html">QNormalDiffuseSpecularMapMaterial</a></b></td></tr>
<tr><td class="memItemLeft topAlign rightAlign"> <code>(obsolete) </code>class </td><td class="memItemRight bottomAlign"><b><a href="qt3dextras-qphongalphamaterial.html">QPhongAlphaMaterial</a></b></td></tr>
<tr><td class="memItemLeft topAlign rightAlign"> <code>(obsolete) </code>class </td><td class="memItemRight bottomAlign"><b><a href="qt3dextras-qphongmaterial.html">QPhongMaterial</a></b></td></tr>
<tr><td class="memItemLeft topAlign rightAlign"> <code>(obsolete) </code>class </td><td class="memItemRight bottomAlign"><b><a href="qt3dextras-qtexturedmetalroughmaterial.html">QTexturedMetalRoughMaterial</a></b></td></tr>
</table></div>
<h2>Classes</h2>
<!-- $$$QDiffuseMapMaterial -->
<h3 class="fn" id=""><a name=""></a>class Qt3DExtras::<span class="name">QDiffuseMapMaterial</span></h3>
<p><b>This class is obsolete.</b> It is provided to keep old source code working. We strongly advise against using it in new code.</p>
<p>The <a href="qt3dextras-qdiffusemapmaterial.html">QDiffuseMapMaterial</a> provides a default implementation of the phong lighting effect where the diffuse light component is read from a texture map.</p>
<p>This class is deprecated; use <a href="qt3dextras-qdiffusespecularmaterial.html">Qt3DExtras::QDiffuseSpecularMaterial</a> instead.</p>
<p>The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:</p>
<ul>
<li>Ambient is the color that is emitted by an object without any other light source.</li>
<li>Diffuse is the color that is emitted for rought surface reflections with the lights.</li>
<li>Specular is the color emitted for shiny surface reflections with the lights.</li>
<li>The shininess of a surface is controlled by a float property.</li>
</ul>
<p>This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.</p>
<p>This class was introduced in  Qt 5.7.</p>
<!-- @@@QDiffuseMapMaterial -->
<!-- $$$QDiffuseSpecularMapMaterial -->
<h3 class="fn" id=""><a name=""></a>class Qt3DExtras::<span class="name">QDiffuseSpecularMapMaterial</span></h3>
<p><b>This class is obsolete.</b> It is provided to keep old source code working. We strongly advise against using it in new code.</p>
<p>The <a href="qt3dextras-qdiffusespecularmapmaterial.html">QDiffuseSpecularMapMaterial</a> provides a default implementation of the phong lighting effect where the diffuse and specular light components are read from texture maps.</p>
<p>This class is deprecated; use <a href="qt3dextras-qdiffusespecularmaterial.html">Qt3DExtras::QDiffuseSpecularMaterial</a> instead.</p>
<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 rough 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>
<p>This class was introduced in  Qt 5.7.</p>
<!-- @@@QDiffuseSpecularMapMaterial -->
<!-- $$$QNormalDiffuseMapAlphaMaterial -->
<h3 class="fn" id=""><a name=""></a>class Qt3DExtras::<span class="name">QNormalDiffuseMapAlphaMaterial</span></h3>
<p><b>This class is obsolete.</b> It is provided to keep old source code working. We strongly advise against using it in new code.</p>
<p>The <a href="qt3dextras-qnormaldiffusemapalphamaterial.html">QNormalDiffuseMapAlphaMaterial</a> provides a specialization of <a href="qt3dextras-qnormaldiffusemapmaterial.html">QNormalDiffuseMapMaterial</a> with alpha coverage and a depth test performed in the rendering pass.</p>
<p>This class is deprecated; use <a href="qt3dextras-qdiffusespecularmaterial.html">Qt3DExtras::QDiffuseSpecularMaterial</a> instead.</p>
<p>The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:</p>
<ul>
<li>Ambient is the color that is emitted by an object without any other light source.</li>
<li>Diffuse is the color that is emitted for rought surface reflections with the lights.</li>
<li>Specular is the color emitted for shiny surface reflections with the lights.</li>
<li>The shininess of a surface is controlled by a float property.</li>
</ul>
<p>This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.</p>
<p>This class was introduced in  Qt 5.7.</p>
<!-- @@@QNormalDiffuseMapAlphaMaterial -->
<!-- $$$QNormalDiffuseMapMaterial -->
<h3 class="fn" id=""><a name=""></a>class Qt3DExtras::<span class="name">QNormalDiffuseMapMaterial</span></h3>
<p><b>This class is obsolete.</b> It is provided to keep old source code working. We strongly advise against using it in new code.</p>
<p>The <a href="qt3dextras-qnormaldiffusemapmaterial.html">QNormalDiffuseMapMaterial</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.</p>
<p>This class is deprecated; use <a href="qt3dextras-qdiffusespecularmaterial.html">QDiffuseSpecularMaterial</a> instead.</p>
<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>
<p>This class was introduced in  Qt 5.7.</p>
<!-- @@@QNormalDiffuseMapMaterial -->
<!-- $$$QNormalDiffuseSpecularMapMaterial -->
<h3 class="fn" id=""><a name=""></a>class Qt3DExtras::<span class="name">QNormalDiffuseSpecularMapMaterial</span></h3>
<p><b>This class is obsolete.</b> It is provided to keep old source code working. We strongly advise against using it in new code.</p>
<p>The <a href="qt3dextras-qnormaldiffusespecularmapmaterial.html">QNormalDiffuseSpecularMapMaterial</a> provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map.</p>
<p>This class is deprecated; use <a href="qt3dextras-qdiffusespecularmaterial.html">QDiffuseSpecularMaterial</a> instead.</p>
<p>The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:</p>
<ul>
<li>Ambient is the color that is emitted by an object without any other light source.</li>
<li>Diffuse is the color that is emitted for rought surface reflections with the lights.</li>
<li>Specular is the color emitted for shiny surface reflections with the lights.</li>
<li>The shininess of a surface is controlled by a float property.</li>
</ul>
<p>This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.</p>
<p>This class was introduced in  Qt 5.7.</p>
<!-- @@@QNormalDiffuseSpecularMapMaterial -->
<!-- $$$QPhongAlphaMaterial -->
<h3 class="fn" id=""><a name=""></a>class Qt3DExtras::<span class="name">QPhongAlphaMaterial</span></h3>
<p><b>This class is obsolete.</b> It is provided to keep old source code working. We strongly advise against using it in new code.</p>
<p>The <a href="qt3dextras-qphongalphamaterial.html">QPhongAlphaMaterial</a> class provides a default implementation of the phong lighting effect with alpha.</p>
<p>This class is deprecated; use <a href="qt3dextras-qdiffusespecularmaterial.html">QDiffuseSpecularMaterial</a> instead.</p>
<p>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:</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>
<li>Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).</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>
<p>This class was introduced in  Qt 5.7.</p>
<!-- @@@QPhongAlphaMaterial -->
<!-- $$$QPhongMaterial -->
<h3 class="fn" id=""><a name=""></a>class Qt3DExtras::<span class="name">QPhongMaterial</span></h3>
<p><b>This class is obsolete.</b> It is provided to keep old source code working. We strongly advise against using it in new code.</p>
<p>The <a href="qt3dextras-qphongmaterial.html">QPhongMaterial</a> class provides a default implementation of the phong lighting effect.</p>
<p>This class is deprecated; use <a href="qt3dextras-qdiffusespecularmaterial.html">QDiffuseSpecularMaterial</a> instead.</p>
<p>The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:</p>
<ul>
<li>Ambient is the color that is emitted by an object without any other light source.</li>
<li>Diffuse is the color that is emitted for rought surface reflections with the lights.</li>
<li>Specular is the color emitted for shiny surface reflections with the lights.</li>
<li>The shininess of a surface is controlled by a float property.</li>
</ul>
<p>This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.</p>
<p>This class was introduced in  Qt 5.7.</p>
<!-- @@@QPhongMaterial -->
<!-- $$$QTexturedMetalRoughMaterial -->
<h3 class="fn" id=""><a name=""></a>class Qt3DExtras::<span class="name">QTexturedMetalRoughMaterial</span></h3>
<p><b>This class is obsolete.</b> It is provided to keep old source code working. We strongly advise against using it in new code.</p>
<p>This class is deprecated; use <a href="qt3dextras-qmetalroughmaterial.html">QMetalRoughMaterial</a> instead.</p>
<p>This class was introduced in  Qt 5.9.</p>
<!-- @@@QTexturedMetalRoughMaterial -->
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