Sophie

Sophie

distrib > Mageia > 7 > armv7hl > media > core-updates > by-pkgid > b9e94760462922817883e424b7aac9f4 > files > 199

qt3d5-doc-5.12.6-1.mga7.noarch.rpm

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html>
<html lang="en">
<head>
  <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<!-- qmetalroughmaterial.cpp -->
  <title>MetalRoughMaterial QML Type | Qt 3D 5.12.6</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 5.12</td><td ><a href="qt3d-index.html">Qt 3D</a></td><td ><a href="qt3d-qml.html">QML Types</a></td><td >MetalRoughMaterial QML Type</td></tr></table><table class="buildversion"><tr>
<td id="buildversion" width="100%" align="right"><a href="qt3d-index.html">Qt 5.12.6 Reference Documentation</a></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">MetalRoughMaterial QML Type</h1>
<span class="subtitle"></span>
<!-- $$$MetalRoughMaterial-brief -->
<p>This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 3 and OpenGL ES 3. <a href="#details">More...</a></p>
<!-- @@@MetalRoughMaterial -->
<div class="table"><table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> Import Statement:</td><td class="memItemRight bottomAlign"> import Qt3D.Extras 2.12</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Instantiates:</td><td class="memItemRight bottomAlign"> <a href="qml-qt3d-extras-metalroughmaterial.html"><a href="qt3dextras-qmetalroughmaterial.html">QMetalRoughMaterial</a></td></tr></table></div><ul>
<li><a href="qml-qt3d-extras-metalroughmaterial-members.html">List of all members, including inherited members</a></li>
</ul>
<a name="properties"></a>
<h2 id="properties">Properties</h2>
<ul>
<li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#ambientOcclusion-prop">ambientOcclusion</a></b></b> : Texture</li>
<li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#baseColor-prop">baseColor</a></b></b> : variant</li>
<li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#metalness-prop">metalness</a></b></b> : variant</li>
<li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#normal-prop">normal</a></b></b> : Texture</li>
<li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#roughness-prop">roughness</a></b></b> : variant</li>
<li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#textureScale-prop">textureScale</a></b></b> : real</li>
</ul>
<!-- $$$MetalRoughMaterial-description -->
<a name="details"></a>
<h2 id="details">Detailed Description</h2>
<!-- @@@MetalRoughMaterial -->
<h2>Property Documentation</h2>
<!-- $$$ambientOcclusion -->
<div class="qmlitem"><div class="qmlproto">
<div class="table"><table class="qmlname">
<tr valign="top" class="odd" id="ambientOcclusion-prop">
<td class="tblQmlPropNode"><p>
<a name="ambientOcclusion-prop"></a><span class="name">ambientOcclusion</span> : <span class="type">Texture</span></p></td></tr>
</table></div>
</div><div class="qmldoc"><p>Holds the current ambient occlusion map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.</p>
</div></div><!-- @@@ambientOcclusion -->
<br/>
<!-- $$$baseColor -->
<div class="qmlitem"><div class="qmlproto">
<div class="table"><table class="qmlname">
<tr valign="top" class="odd" id="baseColor-prop">
<td class="tblQmlPropNode"><p>
<a name="baseColor-prop"></a><span class="name">baseColor</span> : <span class="type">variant</span></p></td></tr>
</table></div>
</div><div class="qmldoc"><p>Holds the current base color of the material. This can be either a plain color value or a texture. By default the value of this property is &quot;grey&quot;.</p>
</div></div><!-- @@@baseColor -->
<br/>
<!-- $$$metalness -->
<div class="qmlitem"><div class="qmlproto">
<div class="table"><table class="qmlname">
<tr valign="top" class="odd" id="metalness-prop">
<td class="tblQmlPropNode"><p>
<a name="metalness-prop"></a><span class="name">metalness</span> : <span class="type">variant</span></p></td></tr>
</table></div>
</div><div class="qmldoc"><p>Holds the current metalness level of the material, as a value between 0 (purely dielectric, the default) and 1 (purely metallic). This can be either a plain uniform value or a texture. By default the value of this property is 0.</p>
</div></div><!-- @@@metalness -->
<br/>
<!-- $$$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">Texture</span></p></td></tr>
</table></div>
</div><div class="qmldoc"><p>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.</p>
</div></div><!-- @@@normal -->
<br/>
<!-- $$$roughness -->
<div class="qmlitem"><div class="qmlproto">
<div class="table"><table class="qmlname">
<tr valign="top" class="odd" id="roughness-prop">
<td class="tblQmlPropNode"><p>
<a name="roughness-prop"></a><span class="name">roughness</span> : <span class="type">variant</span></p></td></tr>
</table></div>
</div><div class="qmldoc"><p>Holds the current roughness level of the material. This can be either a plain uniform value or a texture. By default the value of this property is 0.</p>
</div></div><!-- @@@roughness -->
<br/>
<!-- $$$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&#x2e;</p>
<p>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 <code>4.0</code> would result in 16 (4x4) tiles.</p>
</div></div><!-- @@@textureScale -->
<br/>
        </div>
       </div>
   </div>
   </div>
</div>
<div class="footer">
   <p>
   <acronym title="Copyright">&copy;</acronym> 2019 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>