NormalDiffuseMapAlphaMaterial QML Type The NormalDiffuseMapAlphaMaterial provides a specialization of NormalDiffuseMapMaterial with alpha coverage and a depth test performed in the rendering pass. More...  
 Import Statement:
 import Qt3D.Extras 2.0


 Since:
 Qt 5.7


 List of all members, including inherited members  Properties  
ambient : color 
diffuse : TextureImage 
normal : TextureImage 
shininess : real 
specular : color 
textureScale : real  Detailed Description 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:  Ambient is the color that is emitted by an object without any other light source. Diffuse is the color that is emitted for rought surface reflections with the lights. Specular is the color emitted for shiny surface reflections with the lights. The shininess of a surface is controlled by a float property.  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. Property Documentation  ambient : color
Holds the current ambient color.  diffuse : TextureImage
Holds the current diffuse map texture. By default, the diffuse texture has the following properties:  Linear minification and magnification filters Linear mipmap with mipmapping enabled Repeat wrap mode Maximum anisotropy of 16.0   normal : TextureImage
Holds the current normal map texture. By default, the normal texture has the following properties:  Linear minification and magnification filters Repeat wrap mode Maximum anisotropy of 16.0   shininess : real
Holds the current shininess.  specular : color
Holds the current specular color.  textureScale : real
Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.

    
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