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0025349: Graphic3d_MaterialAspect::Color() returns a value different from that set by the method Graphic3d_MaterialAspect::SetColor
Fix bug with default color of clip plane.
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@ -157,7 +157,7 @@ is
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AColor : Color from Quantity )
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AColor : Color from Quantity )
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is static;
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is static;
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---Level: Public
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---Level: Public
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---Purpose: Modifies the ambient colour of the surface.
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---Purpose: Modifies the ambient and diffuse colour of the surface.
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-- Category: Methods to modify the class definition
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-- Category: Methods to modify the class definition
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SetAmbientColor ( me : in out;
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SetAmbientColor ( me : in out;
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@ -260,7 +260,7 @@ is
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is static;
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is static;
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---C++: return const&
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---C++: return const&
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---Level: Public
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---Level: Public
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---Purpose: Returns the ambient colour of the surface.
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---Purpose: Returns the diffuse colour of the surface.
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---Category: Inquire methods
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---Category: Inquire methods
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AmbientColor ( me )
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AmbientColor ( me )
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@ -20,7 +20,8 @@
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// purpose :
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// purpose :
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// =======================================================================
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// =======================================================================
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Graphic3d_MaterialAspect::Graphic3d_MaterialAspect()
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Graphic3d_MaterialAspect::Graphic3d_MaterialAspect()
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: myAmbientColor (0.2, 0.2, 0.2, Quantity_TOC_RGB)
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: myDiffuseColor (0.2, 0.2, 0.2, Quantity_TOC_RGB),
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myAmbientColor (0.2, 0.2, 0.2, Quantity_TOC_RGB)
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{
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{
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myRequestedMaterialName = Graphic3d_NOM_DEFAULT;
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myRequestedMaterialName = Graphic3d_NOM_DEFAULT;
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Init (myRequestedMaterialName);
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Init (myRequestedMaterialName);
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@ -31,7 +32,8 @@ Graphic3d_MaterialAspect::Graphic3d_MaterialAspect()
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// purpose :
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// purpose :
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// =======================================================================
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// =======================================================================
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Graphic3d_MaterialAspect::Graphic3d_MaterialAspect (const Graphic3d_NameOfMaterial theName)
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Graphic3d_MaterialAspect::Graphic3d_MaterialAspect (const Graphic3d_NameOfMaterial theName)
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: myAmbientColor (0.2, 0.2, 0.2, Quantity_TOC_RGB)
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: myDiffuseColor (0.2, 0.2, 0.2, Quantity_TOC_RGB),
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myAmbientColor (0.2, 0.2, 0.2, Quantity_TOC_RGB)
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{
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{
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myRequestedMaterialName = theName;
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myRequestedMaterialName = theName;
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Init (myRequestedMaterialName);
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Init (myRequestedMaterialName);
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@ -56,7 +58,7 @@ void Graphic3d_MaterialAspect::Init (const Graphic3d_NameOfMaterial theName)
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myEmissiveCoef = 0.0f;
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myEmissiveCoef = 0.0f;
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myEnvReflexion = 0.0f;
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myEnvReflexion = 0.0f;
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myShininess = 0.039f;
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myShininess = 0.039f;
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myDiffuseColor .SetValues (0.0, 0.0, 0.0, Quantity_TOC_RGB);
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myDiffuseColor .SetValues (0.2, 0.2, 0.2, Quantity_TOC_RGB);
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mySpecularColor.SetValues (1.0, 1.0, 1.0, Quantity_TOC_RGB);
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mySpecularColor.SetValues (1.0, 1.0, 1.0, Quantity_TOC_RGB);
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myMaterialName = theName;
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myMaterialName = theName;
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@ -668,7 +670,9 @@ void Graphic3d_MaterialAspect::SetRefractionIndex (const Standard_Real theValue)
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// =======================================================================
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// =======================================================================
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const Quantity_Color& Graphic3d_MaterialAspect::Color() const
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const Quantity_Color& Graphic3d_MaterialAspect::Color() const
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{
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{
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return myAmbientColor;
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// It is generally accepted to consider diffuse color as
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// "general" color of a material when light shines on it
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return myDiffuseColor;
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}
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}
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// =======================================================================
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// =======================================================================
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