<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- qt3dextras-module.qdoc --> <title>Obsolete Members for Qt3DExtras | 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 >Obsolete Members for Qt3DExtras</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right"><a href="qt3d-index.html">Qt 5.12.6 Reference Documentation</a></td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"><div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">Obsolete Members for Qt3DExtras</h1> <p><b>The following members of class <a href="qt3dextras.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 --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</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>