Scene3D QML Type
The Scene3D type is used to integrate a Qt3D scene into a QtQuick 2 scene. More...
Import Statement: | import QtQuick.Scene3D 2.12 |
Inherits: |
Properties
- aspects : list<string>
- cameraAspectRatioMode : enumeration
- entity : Entity
- hoverEnabled : bool
- multisample : bool
Methods
- void setItemAreaAndDevicePixelRatio(size area, real devicePixelRatio)
Detailed Description
The Scene3D type renders a Qt3D scene, provided by an Entity, into a multisampled Framebuffer object. This object is later blitted into a non-multisampled Framebuffer object, which is then rendered with premultiplied alpha. If multisampling is not required, it can be avoided by setting the multisample property to false
. In this case Scene3D will render directly into the non-multisampled Framebuffer object.
If the scene to be rendered includes non-opaque materials, you may need to modify those materials with custom blend arguments in order for them to be rendered correctly. For example, if working with a PhongAlphaMaterial and a scene with an opaque clear color, you will likely want to add:
sourceAlphaArg: BlendEquationArguments.Zero destinationAlphaArg: BlendEquationArguments.One
to that material.
Property Documentation
The list of aspects that should be registered for the 3D scene.
For example, if the scene makes use of FrameAction, the "logic"
aspect should be included in the list.
The "render"
aspect is hardwired and does not need to be explicitly listed.
cameraAspectRatioMode : enumeration |
Constant | Description |
---|---|
Scene3D.AutomaticAspectRatio | Automatic aspect ratio. |
Scene3D.UserAspectRatio | User defined aspect ratio. |
[default] entity : Entity |
The root entity of the 3D scene to be displayed.
hoverEnabled : bool |
true
if hover events are accepted.
multisample : bool |
true
if a multisample render buffer is requested.
By default multisampling is enabled. If the OpenGL implementation has no support for multisample renderbuffers or framebuffer blits, the request to use multisampling is ignored.
Note: Refrain from changing the value frequently as it involves expensive and potentially slow initialization of framebuffers and other OpenGL resources.
Method Documentation
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