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author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-12-09 16:21:04 +0100 |
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committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-12-10 11:54:28 +0000 |
commit | 5e94c15ddc89779c6da7ae919985688173a4d20d (patch) | |
tree | e9efeba287fab6c234d6e6ab1b3274478e7092d8 /examples/qt3d/lights | |
parent | 2dec7715ed977e5cafdd35543538e104e1ccadf9 (diff) |
Do lighting calculation in world space
As opposed to (mostly) camera space. Oops.
While somewhat hidden with point lights, the problem became apparent with
directional lights.
Now that we have proper directional lights, change the default light, that is
used when no light components are specified at all, from point to directional
since this is cheaper and provides less surprises with arbitrary scenes.
Also remove the duplicate phongalpha vertex shader in the process.
Change-Id: I295660a1400b16b69e1516672e31794312ee48d1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d/lights')
-rw-r--r-- | examples/qt3d/lights/main.qml | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/examples/qt3d/lights/main.qml b/examples/qt3d/lights/main.qml index 85af9b6cd..7f103002f 100644 --- a/examples/qt3d/lights/main.qml +++ b/examples/qt3d/lights/main.qml @@ -67,7 +67,7 @@ Entity id: sun components: [ DirectionalLight { - color: Qt.rgba(0.9, 0.9, 0.0, 1.0) + color: Qt.rgba(0.8, 0.8, 0.8, 1.0) direction: Qt.vector3d(-1, -1, 0) } ] @@ -155,6 +155,9 @@ Entity Entity { components: [ + PhongMaterial { + diffuse: "white" + }, Mesh { source: "assets/obj/toyplane.obj" } |