以下成员源于类 Qt3DExtras 已过时。 提供它们是为使旧源代码能继续工作。强烈建议不要在新代码中使用它们。
(obsolete)
class
|
QDiffuseMapMaterial |
(obsolete)
class
|
QDiffuseSpecularMapMaterial |
(obsolete)
class
|
QNormalDiffuseMapAlphaMaterial |
(obsolete)
class
|
QNormalDiffuseMapMaterial |
(obsolete)
class
|
QNormalDiffuseSpecularMapMaterial |
(obsolete)
class
|
QPhongAlphaMaterial |
(obsolete)
class
|
QPhongMaterial |
(obsolete)
class
|
QTexturedMetalRoughMaterial |
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial 代替。
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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:
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.
该类在 Qt 5.7 引入。
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
该类在 Qt 5.9 引入。