// 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 } OrthographicCamera { // no need to confuse the output with depth, orthographic is good here id: camera position: Qt.vector3d(0, 0, 600) } camera: camera 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 } } ] } } }