// Copyright (C) 2021 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only import QtQuick import QtQuick3D Rectangle { width: 700 height: 400 color: "lightgray" Rectangle { anchors.right: parent.right anchors.top: parent.top anchors.bottom: parent.bottom width: 200 color: "green" } View3D { anchors.fill: parent Texture { id: diffuseMap source: "../shared/maps/texture_withAlpha.png" generateMipmaps: true mipFilter: Texture.Linear } environment: SceneEnvironment { depthPrePassEnabled: true } Node { Model { id: car1 x: -200 y: 100 scale: Qt.vector3d(50, 50, 50) eulerRotation.y: 45 source: "../shared/models/carCombined.mesh" materials: DefaultMaterial { diffuseMap: diffuseMap opacityChannel: Material.A //roughness: 0.240909 //alphaMode: PrincipledMaterial.Blend depthDrawMode: Material.OpaqueOnlyDepthDraw } } Model { id: car2 x: 200 y: 100 scale: Qt.vector3d(50, 50, 50) eulerRotation.y: 45 source: "../shared/models/carCombined.mesh" materials: DefaultMaterial { diffuseMap: diffuseMap opacityChannel: Material.A //roughness: 0.240909 //alphaMode: PrincipledMaterial.Blend depthDrawMode: Material.AlwaysDepthDraw } } Model { id: car3 x: -200 y: -100 scale: Qt.vector3d(50, 50, 50) eulerRotation.y: 45 source: "../shared/models/carCombined.mesh" materials: DefaultMaterial { diffuseMap: diffuseMap opacityChannel: Material.A //roughness: 0.240909 //alphaMode: PrincipledMaterial.Blend depthDrawMode: Material.NeverDepthDraw } } Model { id: car4 x: 200 y: -100 scale: Qt.vector3d(50, 50, 50) eulerRotation.y: 45 source: "../shared/models/carCombined.mesh" materials: DefaultMaterial { diffuseMap: diffuseMap opacityChannel: Material.A //roughness: 0.240909 //alphaMode: PrincipledMaterial.Blend depthDrawMode: Material.OpaquePrePassDepthDraw } } Model { id: cube1 scale: Qt.vector3d(2, 2, 2) x: 600 y: 200 source: "#Cube" materials: DefaultMaterial { depthDrawMode: Material.AlwaysDepthDraw diffuseMap: diffuseMap opacityChannel: Material.A } } Model { id: cube2 scale: Qt.vector3d(2, 2, 2) x: 600 y: -200 source: "#Cube" materials: DefaultMaterial { diffuseMap: diffuseMap opacityChannel: Material.A depthDrawMode: Material.OpaquePrePassDepthDraw } } } DirectionalLight { eulerRotation.x: -20 } PerspectiveCamera { id: camera1 z: 600 y: 250 x: 200 eulerRotation.x: -20 } } }