From 72f70ea3bdb2a0800412f35be90fa34b02adf243 Mon Sep 17 00:00:00 2001 From: Miikka Heikkinen Date: Thu, 1 Sep 2016 16:24:31 +0300 Subject: Qt3DExtra materials documentation fixes MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 Reviewed-by: Paul Lemire --- .../defaults/qnormaldiffusemapalphamaterial.cpp | 23 +++++++++++----------- 1 file changed, 12 insertions(+), 11 deletions(-) (limited to 'src/extras/defaults/qnormaldiffusemapalphamaterial.cpp') 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) -- cgit v1.2.3