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authorMiikka Heikkinen <miikka.heikkinen@qt.io>2016-09-01 16:24:31 +0300
committerMiikka Heikkinen <miikka.heikkinen@qt.io>2016-09-02 11:32:05 +0000
commit72f70ea3bdb2a0800412f35be90fa34b02adf243 (patch)
treec0a5523efd9b642bb90dbc88e215d6cf3a869178 /src/extras/defaults/qnormaldiffusemapalphamaterial.cpp
parente2ec9ce9f9e91150cce067f5b3b0e04f9b4d12a8 (diff)
Qt3DExtra materials documentation fixes
Materials that were moved to Qt3DExtras were still part of Qt3DRender according to the documentation. Also added documentation for QML versions. Change-Id: Icd918599cf9a97a14e65f38a28309316a5f504dd Reviewed-by: Antti Määttä <antti.maatta@qt.io> Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/extras/defaults/qnormaldiffusemapalphamaterial.cpp')
-rw-r--r--src/extras/defaults/qnormaldiffusemapalphamaterial.cpp23
1 files changed, 12 insertions, 11 deletions
diff --git a/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp b/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp
index 61b8def84..92564ee3f 100644
--- a/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp
+++ b/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp
@@ -146,15 +146,16 @@ void QNormalDiffuseMapAlphaMaterialPrivate::init()
/*!
- \class Qt3DRender::QNormalDiffuseMapAlphaMaterial
- \brief The QNormalDiffuseMapAlphaMaterial 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. In addition, it defines an alpha to coverage and
- a depth test to be performed in the rendering pass.
- \inmodule Qt3DRender
- \since 5.5
+ \class Qt3DExtras::QNormalDiffuseMapAlphaMaterial
+ \brief The QNormalDiffuseMapAlphaMaterial provides a specialization of QNormalDiffuseMapMaterial
+ with alpha coverage and a depth test performed in the rendering pass.
+ \inmodule Qt3DExtras
+ \since 5.7
+ \inherits Qt3DExtras::QNormalDiffuseMapMaterial
- The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular.
- The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets:
+ 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:
\list
\li Ambient is the color that is emitted by an object without any other light source.
@@ -163,11 +164,11 @@ void QNormalDiffuseMapAlphaMaterialPrivate::init()
\li The shininess of a surface is controlled by a float property.
\endlist
- 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.
+ 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.
*/
/*!
- Constructs a new Qt3DRender::QNormalDiffuseMapAlphaMaterial instance with parent object \a parent.
+ Constructs a new QNormalDiffuseMapAlphaMaterial instance with parent object \a parent.
*/
QNormalDiffuseMapAlphaMaterial::QNormalDiffuseMapAlphaMaterial(QNode *parent)
: QNormalDiffuseMapMaterial(*new QNormalDiffuseMapAlphaMaterialPrivate, parent)