Obsolete Members for Qt3DExtras | Qt 3D 5.12.11

- Qt 5.12
- Qt 3D
- Obsolete Members for Qt3DExtras
- Qt 5.12.11 Reference Documentation

# Obsolete Members for Qt3DExtras

The following members of class Qt3DExtras are obsolete. They are provided to keep old source code working. We strongly advise against using them in new code.

## Classes

`(obsolete)` class | QDiffuseMapMaterial
`(obsolete)` class | QDiffuseSpecularMapMaterial
`(obsolete)` class | QNormalDiffuseMapAlphaMaterial
`(obsolete)` class | QNormalDiffuseMapMaterial
`(obsolete)` class | QNormalDiffuseSpecularMapMaterial
`(obsolete)` class | QPhongAlphaMaterial
`(obsolete)` class | QPhongMaterial
`(obsolete)` class | QTexturedMetalRoughMaterial

## Classes

### class Qt3DExtras::QDiffuseMapMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QDiffuseMapMaterial provides a default implementation of the phong lighting effect where the diffuse light component is read from a texture map.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead.

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:

- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rought surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.

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 class was introduced in Qt 5.7.

### class Qt3DExtras::QDiffuseSpecularMapMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QDiffuseSpecularMapMaterial provides a default implementation of the phong lighting effect where the diffuse and specular light components are read from texture maps.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead.

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:

- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rough surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.

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 class was introduced in Qt 5.7.

### class Qt3DExtras::QNormalDiffuseMapAlphaMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QNormalDiffuseMapAlphaMaterial provides a specialization of QNormalDiffuseMapMaterial with alpha coverage and a depth test performed in the rendering pass.

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead.

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:

- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rought surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.

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 class was introduced in Qt 5.7.

### class Qt3DExtras::QNormalDiffuseMapMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QNormalDiffuseMapMaterial 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.

This class is deprecated; use QDiffuseSpecularMaterial instead.

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:

- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rought surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.

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 class was introduced in Qt 5.7.

### class Qt3DExtras::QNormalDiffuseSpecularMapMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QNormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map.

This class is deprecated; use QDiffuseSpecularMaterial instead.

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:

- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rought surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.

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 class was introduced in Qt 5.7.

### class Qt3DExtras::QPhongAlphaMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QPhongAlphaMaterial class provides a default implementation of the phong lighting effect with alpha.

This class is deprecated; use QDiffuseSpecularMaterial instead.

The phong 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:

- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rought surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.
- Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).

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 class was introduced in Qt 5.7.

### class Qt3DExtras::QPhongMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

The QPhongMaterial class provides a default implementation of the phong lighting effect.

This class is deprecated; use QDiffuseSpecularMaterial instead.

The phong 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:

- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rought surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.

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 class was introduced in Qt 5.7.

### class Qt3DExtras::QTexturedMetalRoughMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

This class is deprecated; use QMetalRoughMaterial instead.

This class was introduced in Qt 5.9.