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++ // Copyright (C) 2021 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ import QtQuick3D
++ import QtQuick
++
++ Item {
++ width: 400
++ height: 400
++
++ View3D {
++ id: v3d
++ anchors.fill: parent
++
++ environment: SceneEnvironment {
++ clearColor: "lightGray"
++ backgroundMode: SceneEnvironment.Color
++ }
++
++ camera: OrthographicCamera { // no need to confuse the output with depth, orthographic is good here
++ id: camera
++ position: Qt.vector3d(0, 0, 600)
++ }
++
++ DirectionalLight {
++ }
++
++ // Show the same model with the same material, just switch the UV
++ // channel from 0 to 1 in the second one. The mesh contains both UV0 and
++ // UV1, with a different mapping, so the difference should be visually
++ // obvious. If UV1 is not picked up correctly the second model (bottom
++ // right corner) will be identical to the first one, which is wrong.
++
++ Model {
++ source: "../shared/models/animal_with_lightmapuv1.mesh"
++ scale: Qt.vector3d(50, 50, 50)
++ eulerRotation.y: -80
++ x: -80
++ y: 100
++ materials: [
++ DefaultMaterial {
++ diffuseMap: Texture {
++ source: "../shared/maps/oulu_2.jpeg"
++ }
++ }
++ ]
++ }
++
++ Model {
++ property real modelScale: 100
++ source: "../shared/models/animal_with_lightmapuv1.mesh"
++ scale: Qt.vector3d(50, 50, 50)
++ eulerRotation.y: -80
++ x: 80
++ y: -70
++ materials: [
++ DefaultMaterial {
++ diffuseMap: Texture {
++ source: "../shared/maps/oulu_2.jpeg"
++ indexUV: 1
++ }
++ }
++ ]
++ }
++ }
++ }