- Qt 6.12
- Qt 3D
- Obsolete Members for Qt3DExtras
- Qt 6.12.0 Reference Documentation

# Obsolete Members for Qt3DExtras

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

## Classes

`(deprecated)` class | QAbstractCameraController
`(deprecated)` class | QConeGeometry
`(deprecated)` class | QConeGeometryView
`(deprecated)` class | QConeMesh
`(deprecated)` class | QCuboidGeometry
`(deprecated)` class | QCuboidGeometryView
`(deprecated)` class | QCuboidMesh
`(deprecated)` class | QCylinderGeometry
`(deprecated)` class | QCylinderGeometryView
`(deprecated)` class | QCylinderMesh
`(deprecated)` class | QDiffuseMapMaterial
`(deprecated)` class | QDiffuseSpecularMapMaterial
`(deprecated)` class | QDiffuseSpecularMaterial
`(deprecated)` class | QExtrudedTextGeometry
`(deprecated)` class | QExtrudedTextMesh
`(deprecated)` class | QFirstPersonCameraController
`(deprecated)` class | QForwardRenderer
`(deprecated)` class | QGoochMaterial
`(deprecated)` class | QMetalRoughMaterial
`(deprecated)` class | QMorphPhongMaterial
`(deprecated)` class | QNormalDiffuseMapAlphaMaterial
`(deprecated)` class | QNormalDiffuseMapMaterial
`(deprecated)` class | QNormalDiffuseSpecularMapMaterial
`(deprecated)` class | QOrbitCameraController
`(deprecated)` class | QPerVertexColorMaterial
`(deprecated)` class | QPhongAlphaMaterial
`(deprecated)` class | QPhongMaterial
`(deprecated)` class | QPlaneGeometry
`(deprecated)` class | QPlaneGeometryView
`(deprecated)` class | QPlaneMesh
`(deprecated)` class | QSkyboxEntity
`(deprecated)` class | QSphereGeometry
`(deprecated)` class | QSphereGeometryView
`(deprecated)` class | QSphereMesh
`(deprecated)` class | QText2DEntity
`(deprecated)` class | QTextureMaterial
`(deprecated)` class | QTorusGeometry
`(deprecated)` class | QTorusGeometryView
`(deprecated)` class | QTorusMesh

## Classes

### `[deprecated]` class Qt3DExtras::QAbstractCameraController

This class is deprecated. We strongly advise against using it in new code.

QAbstractCameraController sets up and handles input from keyboard, mouse, and other devices. QAbstractCameraController is an abstract class and cannot itself be instantiated. It provides a standard interface for camera controllers.

### `[deprecated]` class Qt3DExtras::QConeGeometry

This class is deprecated. We strongly advise against using it in new code.

The QConeGeometry class is most commonly used internally by the QConeMesh but can also be used in custom Qt3DRender::QGeometryRenderer subclasses. The class allows for creation of both a cone and a truncated cone.

### `[deprecated]` class Qt3DExtras::QConeGeometryView

This class is deprecated. We strongly advise against using it in new code.

* * * * * * *

### `[deprecated]` class Qt3DExtras::QConeMesh

This class is deprecated. We strongly advise against using it in new code.

### `[deprecated]` class Qt3DExtras::QCuboidGeometry

This class is deprecated. We strongly advise against using it in new code.

The QCuboidGeometry class is most commonly used internally by the QCuboidMesh but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

### `[deprecated]` class Qt3DExtras::QCuboidGeometryView

This class is deprecated. We strongly advise against using it in new code.

* * * * * * *

### `[deprecated]` class Qt3DExtras::QCuboidMesh

This class is deprecated. We strongly advise against using it in new code.

### `[deprecated]` class Qt3DExtras::QCylinderGeometry

This class is deprecated. We strongly advise against using it in new code.

The QCylinderGeometry class is most commonly used internally by the QCylinderMesh but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

### `[deprecated]` class Qt3DExtras::QCylinderGeometryView

This class is deprecated. We strongly advise against using it in new code.

* * * * * * *

### `[deprecated]` class Qt3DExtras::QCylinderMesh

This class is deprecated. We strongly advise against using it in new code.

This component can be used to render a cylinder when combined with a material component.

### `[deprecated]` class Qt3DExtras::QDiffuseMapMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QDiffuseSpecularMapMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QDiffuseSpecularMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QExtrudedTextGeometry

This class is deprecated. We strongly advise against using it in new code.

The QExtrudedTextGeometry class is most commonly used internally by the QText3DMesh but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

The origin of the geometry is the rear left end of the text's baseline.

### `[deprecated]` class Qt3DExtras::QExtrudedTextMesh

This class is deprecated. We strongly advise against using it in new code.

The origin of the mesh is the rear left end of the text's baseline.

### `[deprecated]` class Qt3DExtras::QFirstPersonCameraController

This class is deprecated. We strongly advise against using it in new code.

The controls are:

Input | Action
--- | ---
Left mouse button | While the left mouse button is pressed, mouse movement along x-axis pans the camera and movement along y-axis tilts it.
Mouse scroll wheel | Zooms the camera in and out without changing the view center.
Shift key | Turns the fine motion control active while pressed. Makes mouse pan and tilt less sensitive.
Arrow keys | Move the camera horizontally relative to camera viewport.
Page up and page down keys | Move the camera vertically relative to camera viewport.
Escape | Moves the camera so that entire scene is visible in the camera viewport.

### `[deprecated]` class Qt3DExtras::QForwardRenderer

This class is deprecated. We strongly advise against using it in new code.

Forward rendering is what OpenGL traditionally uses. It renders directly to the backbuffer one object at a time shading each one as it goes.

QForwardRenderer is a single leaf FrameGraph tree which contains a Qt3DRender::QViewport, a Qt3DRender::QCameraSelector, and a Qt3DRender::QClearBuffers. The QForwardRenderer has a default requirement filter key whose name is "renderingStyle" and value "forward". If you need to filter out your techniques, you should do so based on that filter key.

By default the viewport occupies the whole screen and the clear color is white. Frustum culling is also enabled.

### `[deprecated]` class Qt3DExtras::QGoochMaterial

This class is deprecated. We strongly advise against using it in new code.

The Gooch lighting model uses both color and brightness to help show the curvature of 3D surfaces. This is often better than models such as Phong that rely purely upon changes in brightness. In situations such as in CAD and CAM applications where photorealism is not a goal, the Gooch shading model in conjunction with some kind of silhouette edge inking is a popular solution.

The Gooch lighting model is explained fully in the original Gooch paper. The Gooch model mixes a diffuse object color with a user-provided cool color and warm color to produce the end points of a color ramp that is used to shade the object based upon the cosine of the angle between the vector from the fragment to the light source and the fragment's normal vector. Optionally, a specular highlight can be added on top. The relative contributions to the cool and warm colors by the diffuse color are controlled by the alpha and beta properties respecitvely.

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.

### `[deprecated]` class Qt3DExtras::QMetalRoughMaterial

This class is deprecated. We strongly advise against using it in new code.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 3 and OpenGL ES 3.

### `[deprecated]` class Qt3DExtras::QMorphPhongMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QNormalDiffuseMapAlphaMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QNormalDiffuseMapMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QNormalDiffuseSpecularMapMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QOrbitCameraController

This class is deprecated. We strongly advise against using it in new code.

The controls are:

Input | Action
--- | ---
Left mouse button | While the left mouse button is pressed, mouse movement along x-axis moves the camera left and right and movement along y-axis moves it up and down.
Right mouse button | While the right mouse button is pressed, mouse movement along x-axis pans the camera around the camera view center and movement along y-axis tilts it around the camera view center.
Both left and right mouse button | While both the left and the right mouse button are pressed, mouse movement along y-axis zooms the camera in and out without changing the view center.
Mouse scroll wheel | Zooms the camera in and out without changing the view center.
Arrow keys | Move the camera vertically and horizontally relative to camera viewport.
Page up and page down keys | Move the camera forwards and backwards.
Shift key | Changes the behavior of the up and down arrow keys to zoom the camera in and out without changing the view center. The other movement keys are disabled.
Alt key | Changes the behovior of the arrow keys to pan and tilt the camera around the view center. Disables the page up and page down keys.
Escape | Moves the camera so that entire scene is visible in the camera viewport.

### `[deprecated]` class Qt3DExtras::QPerVertexColorMaterial

This class is deprecated. We strongly advise against using it in new code.

This lighting effect is based on the combination of 2 lighting components ambient and diffuse. Ambient is set by the vertex color. Diffuse takes in account the normal distribution of each vertex.

- 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

This material uses an effect with a single render pass approach and forms fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

### `[deprecated]` class Qt3DExtras::QPhongAlphaMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QPhongMaterial

This class is deprecated. We strongly advise against using it in new code.

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.

### `[deprecated]` class Qt3DExtras::QPlaneGeometry

This class is deprecated. We strongly advise against using it in new code.

The QPlaneGeometry class is most commonly used internally by the QPlaneMesh but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

### `[deprecated]` class Qt3DExtras::QPlaneGeometryView

This class is deprecated. We strongly advise against using it in new code.

* * * * * * *

### `[deprecated]` class Qt3DExtras::QPlaneMesh

This class is deprecated. We strongly advise against using it in new code.

### `[deprecated]` class Qt3DExtras::QSkyboxEntity

This class is deprecated. We strongly advise against using it in new code.

By specifying a base name and an extension, Qt3DExtras::QSkyboxEntity will take care of building a TextureCubeMap to be rendered at runtime. The images in the source directory should match the pattern: base name + * "_posx|_posy|_posz|_negx|_negy|_negz" + extension

By default the extension defaults to .png.

Be sure to disable frustum culling in the FrameGraph through which the skybox rendering happens.

Note: Please note that you shouldn't try to render a skybox with an orthographic projection.

### `[deprecated]` class Qt3DExtras::QSphereGeometry

This class is deprecated. We strongly advise against using it in new code.

The QSphereGeometry class is most commonly used internally by the QSphereMesh but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

### `[deprecated]` class Qt3DExtras::QSphereGeometryView

This class is deprecated. We strongly advise against using it in new code.

* * * * * * *

### `[deprecated]` class Qt3DExtras::QSphereMesh

This class is deprecated. We strongly advise against using it in new code.

### `[deprecated]` class Qt3DExtras::QText2DEntity

This class is deprecated. We strongly advise against using it in new code.

The QText2DEntity renders text as triangles in the XY plane. The geometry will be fitted in the rectangle of specified width and height. If the resulting geometry is wider than the specified width, the remainder will be rendered on the new line.

The entity can be positionned in the scene by adding a transform component.

QText2DEntity will create geometry based on the shape of the glyphs and a solid material using the specified color.

### `[deprecated]` class Qt3DExtras::QTextureMaterial

This class is deprecated. We strongly advise against using it in new code.

This material uses an effect with a single render pass approach. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

### `[deprecated]` class Qt3DExtras::QTorusGeometry

This class is deprecated. We strongly advise against using it in new code.

The QTorusGeometry class is most commonly used internally by the QTorusMesh but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.

### `[deprecated]` class Qt3DExtras::QTorusGeometryView

This class is deprecated. We strongly advise against using it in new code.

* * * * * * *

### `[deprecated]` class Qt3DExtras::QTorusMesh

This class is deprecated. We strongly advise against using it in new code.