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authorJonas Karlsson <jonas.karlsson@qt.io>2024-01-22 13:04:01 +0100
committerQt Cherry-pick Bot <cherrypick_bot@qt-project.org>2024-01-29 15:18:47 +0000
commit3c6fda92eba52533fe401cf226b8ddbe3ae88e89 (patch)
treeaa03f714a2b530d34c561395ab181f56fb5e2234
parente29dd55ec2c6f489bc7a5a9ec9a4ed8031f2bfcb (diff)
[docs] SpecularGlossyMaterial: put value and description together
Amends 575232910d1c1896332b6dde1c528f621da5173e. Pick-to: 6.6 6.5 Change-Id: Ic072d3c11191879c9b88ffcea827006321a8958c Reviewed-by: Marc Mutz <marc.mutz@qt.io> (cherry picked from commit 9aeba34e1611ca2600368d79e6d39bb8f30b402f) Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
-rw-r--r--src/quick3d/qquick3dspecularglossymaterial.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/quick3d/qquick3dspecularglossymaterial.cpp b/src/quick3d/qquick3dspecularglossymaterial.cpp
index dfa800fe..b164c581 100644
--- a/src/quick3d/qquick3dspecularglossymaterial.cpp
+++ b/src/quick3d/qquick3dspecularglossymaterial.cpp
@@ -66,18 +66,15 @@ QT_BEGIN_NAMESPACE
The default value is \c SpecularGlossyMaterial.FragmentLighting
- When using \c SpecularGlossyMaterial.FragmentLighting, diffuse and specular lighting is
+ \value SpecularGlossyMaterial.FragmentLighting Diffuse and specular lighting is
calculated for each rendered pixel. Certain effects (such as a Fresnel or normal map) require
\c SpecularGlossyMaterial.FragmentLighting to work.
- When using \c SpecularGlossyMaterial.NoLighting no lighting is calculated. This
+ \value SpecularGlossyMaterial.NoLighting No lighting is calculated. This
mode is (predictably) very fast, and is quite effective when image maps are
used that you do not need to be shaded by lighting. All other shading
properties except albedo values, alpha values, and vertex colors will be
ignored.
-
- \value SpecularGlossyMaterial.NoLighting
- \value SpecularGlossyMaterial.FragmentLighting
*/
/*!