PolygonVerticesFor3D, PolygonBoundsFor3D );
}
- Graphic3d_MaterialAspect aMaterial[2];
+ Graphic3d_MaterialAspect aMaterial[2] = { Graphic3d_NOM_PLASTIC, Graphic3d_NOM_PLASTIC };
for (Standard_Integer i = 0; i < 2; i++)
{
// OCC20644 "plastic" is most suitable here, as it is "non-physic"
// so TelUpdateMaterial() from OpenGl_attri.c uses the interior
// color from AspectFillArea3d to calculate all material colors
- aMaterial[i] = Graphic3d_MaterialAspect ( Graphic3d_NOM_PLASTIC );
+ aMaterial[i].SetSpecularColor (Quantity_NOC_BLACK);
+ aMaterial[i].SetEmissiveColor (Quantity_NOC_BLACK);
// OCC21720 For single-colored elements turning all material components off is a good idea,
// as anyhow the normals are not computed and the lighting will be off,
// and there is no need to spend time on updating material properties
if ( !IsReflect )
{
- aMaterial[i].SetReflectionModeOff(Graphic3d_TOR_AMBIENT);
- aMaterial[i].SetReflectionModeOff(Graphic3d_TOR_DIFFUSE);
- aMaterial[i].SetReflectionModeOff(Graphic3d_TOR_SPECULAR);
- aMaterial[i].SetReflectionModeOff(Graphic3d_TOR_EMISSION);
+ aMaterial[i].SetAmbientColor (Quantity_NOC_BLACK);
+ aMaterial[i].SetDiffuseColor (Quantity_NOC_BLACK);
}
else
{
// those in the color scale most exactly (the sum of all reflection
// coefficients is equal to 1). See also MeshVS_NodalColorPrsBuilder
// class for more explanations.
- aMaterial[i].SetAmbient( .5 );
- aMaterial[i].SetDiffuse( .5 );
- aMaterial[i].SetSpecular( 0. );
- aMaterial[i].SetEmissive( 0. );
+ aMaterial[i].SetAmbientColor (Quantity_Color (Graphic3d_Vec3 (0.5f)));
+ aMaterial[i].SetDiffuseColor (Quantity_Color (Graphic3d_Vec3 (0.5f)));
}
}
CustomBuild(Prs, aCustomElements, IDsToExclude, DisplayMode);
}
- Graphic3d_MaterialAspect aMaterial2[2];
+ Graphic3d_MaterialAspect aMaterial2[2] = { Graphic3d_NOM_PLASTIC, Graphic3d_NOM_PLASTIC };
for (Standard_Integer i = 0; i < 2; i++)
{
// OCC20644 "plastic" is most suitable here, as it is "non-physic"
// so TelUpdateMaterial() from OpenGl_attri.c uses the interior
// color from AspectFillArea3d to calculate all material colors
- aMaterial2[i] = Graphic3d_MaterialAspect ( Graphic3d_NOM_PLASTIC );
+ aMaterial2[i].SetSpecularColor (Quantity_NOC_BLACK);
+ aMaterial2[i].SetEmissiveColor (Quantity_NOC_BLACK);
if ( !IsReflect )
{
// to have different materials for front and back sides!
// Instead, trying to make material color "nondirectional" with
// only ambient component on.
- aMaterial2[i].SetReflectionModeOn ( Graphic3d_TOR_AMBIENT );
- aMaterial2[i].SetReflectionModeOff( Graphic3d_TOR_DIFFUSE );
- aMaterial2[i].SetReflectionModeOff( Graphic3d_TOR_SPECULAR );
- aMaterial2[i].SetReflectionModeOff( Graphic3d_TOR_EMISSION );
- aMaterial2[i].SetAmbient ( 1. );
- aMaterial2[i].SetDiffuse ( 0. );
- aMaterial2[i].SetSpecular( 0. );
- aMaterial2[i].SetEmissive( 0. );
+ aMaterial2[i].SetAmbientColor (Quantity_Color (Graphic3d_Vec3 (1.0f)));
+ aMaterial2[i].SetDiffuseColor (Quantity_NOC_BLACK);
}
else
{
// those in the color scale most exactly (the sum of all reflection
// coefficients is equal to 1). See also MeshVS_NodalColorPrsBuilder
// class for more explanations.
- aMaterial2[i].SetAmbient( .5 );
- aMaterial2[i].SetDiffuse( .5 );
- aMaterial2[i].SetSpecular( 0. );
- aMaterial2[i].SetEmissive( 0. );
+ aMaterial2[i].SetAmbientColor (Quantity_Color (Graphic3d_Vec3 (0.5f)));
+ aMaterial2[i].SetDiffuseColor (Quantity_Color (Graphic3d_Vec3 (0.5f)));
}
}