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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
}
}
]
}
}
}