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authorKevin Ottens <kevin.ottens@kdab.com>2017-11-15 11:45:42 +0100
committerSean Harmer <sean.harmer@kdab.com>2017-11-15 10:51:28 +0000
commit100cc447253e84a3dc7df2a140731d7c85863780 (patch)
tree53d25d6072e33b574a2eff1c15da123527886b84 /src/extras/defaults/qdiffusemapmaterial.cpp
parent57dc68b56858a1f9892319e8789169b2953c4c6e (diff)
Replace all phong variants with QDiffuseSpecularMaterial
This one reconfigures its graph layers and render states properly based on it properties. As such it covers all the features coming from the various phong materials we had in the past. That's why they are all marked as deprecated. Change-Id: I9a74639d4cff5170b496d475c8a74b1e4e163b03 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/defaults/qdiffusemapmaterial.cpp')
-rw-r--r--src/extras/defaults/qdiffusemapmaterial.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/extras/defaults/qdiffusemapmaterial.cpp b/src/extras/defaults/qdiffusemapmaterial.cpp
index 29e8586e3..26fb99c2c 100644
--- a/src/extras/defaults/qdiffusemapmaterial.cpp
+++ b/src/extras/defaults/qdiffusemapmaterial.cpp
@@ -201,6 +201,9 @@ void QDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
\since 5.7
\inherits Qt3DRender::QMaterial
+ \deprecated
+ \see Qt3DExtras::QDiffuseSpecularMaterial
+
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: