Qt 3D Render QML Types
An abstract base class for ray casting in 3d scenes | |
A base class to be used to provide textures | |
Encapsulates the necessary information to create an OpenGL texture image | |
Enable alpha-to-coverage multisampling mode | |
Specify alpha reference test | |
Defines an attribute and how data should be read from a Buffer | |
Specifies the equation used for both the RGB blend equation and the Alpha blend equation | |
Encapsulates blending information: specifies how the incoming values (what's going to be drawn) are going to affect the existing values (what is already drawn) | |
FrameGraph node to transfer a rectangle of pixel values from one region of a render target to another | |
Provides a data store for raw data to later be used as vertices or uniforms | |
Exchanges buffer data between GPU and CPU | |
Defines a view point through which the scene will be rendered | |
Provides the projection matrix that is used to define a Camera for 3D scene | |
Class to allow for selection of camera to be used | |
Class to clear buffers | |
Enables an additional OpenGL clipping plane that can be in shaders using gl_ClipDistance | |
Allows specifying which color components should be written to the currently bound frame buffer | |
Component to issue work for the compute shader on GPU | |
Type specifies whether front or back face culling is enabled | |
Enables remapping depth values written into the depth buffer | |
Type tests the fragment shader's depth value against the depth of a sample being written to | |
Encapsulate a Directional Light object in a Qt 3D scene | |
FrameGraph node to issue work for the compute shader on GPU | |
Enable dithering | |
Base class for effects in a Qt 3D scene | |
Encapsulate an environment light object in a Qt 3D scene | |
Stores filter keys and their values | |
Base class of all FrameGraph configuration nodes | |
Type defines front and back facing polygons | |
Enable frustum culling for the FrameGraph | |
Encapsulates geometry | |
Encapsulates geometry rendering | |
For OpenGL identifies the API required for the attached technique | |
Way of filtering which entities will be rendered | |
Controls layers drawn in a frame graph branch | |
Way of controlling the complexity of rendered entities based on their size on the screen | |
QML type provides a simple spherical volume, defined by its center and radius | |
An entity loader that changes depending on distance to camera or screen size | |
Provides a way of enabling child entities based on distance or screen size | |
Encapsulate a QAbstractLight object in a Qt 3D scene | |
Specifies the width of rasterized lines | |
Non-creatable abstract base for materials | |
Class to place a memory barrier | |
A custom mesh loader | |
Enable multisample antialiasing | |
Disable depth write | |
When a NoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive | |
When a NoPicking node is present in a FrameGraph branch, this prevents the render aspect from performing picking selection for the given branch | |
Instantiates a component that can be used to interact with an Entity by a process known as picking | |
Provides storage for a name and value pair. This maps to a shader uniform | |
Holds information when an object is picked. This is received as a parameter in most of the QObjectPicker component signals when picking succeeds | |
Holds information when a segment of a line is picked | |
Holds information when a segment of a point cloud is picked | |
Holds information when a triangle is picked | |
Specifies how entity picking is handled | |
Encapsulate a Point Light object in a Qt 3D scene | |
Specifies the size of rasterized points. May either be set statically or by shader programs | |
Type sets the scale and steps to calculate depth values for polygon offsets | |
Select entities which are within a distance threshold of a target entity | |
Render state allows to control the type of rasterization to be performed | |
Used to perform ray casting tests in 3d world coordinates | |
Capture rendering | |
Receives render capture result | |
Encapsulates a Render Pass | |
Provides storage for vectors of Filter Keys and Parameters | |
Type holds settings related to rendering process and host the active FrameGraph | |
An abstract base type for all render states | |
FrameGraph node offers a way of specifying a set of RenderState objects to be applied during the execution of a framegraph branch | |
Provides a way of specifying the render surface | |
Encapsulates a target (usually a frame buffer object) which the renderer can render into | |
Type allows the specification of an attachment of a render target (whether it is a color texture, a depth texture, etc... ) | |
Provides a way of specifying a render target | |
Provides the facility to load an existing Scene | |
Type discards fragments that fall outside of a certain rectangular portion of the screen | |
Performe ray casting test based on screen coordinates | |
Enables seamless cubemap texture filtering | |
Provides Image access to shader programs | |
Encapsulates a Shader Program | |
Generates a Shader Program content from loaded graphs | |
Allows to use a textureId from a separate OpenGL context in a Qt 3D scene | |
Provides storage for the sort types to be used | |
Encapsulate a Spot Light object in a Qt 3D scene | |
Type controls the front and back writing of individual bits in the stencil planes | |
Type specifies stencil operation | |
Type sets the actions to be taken when stencil and depth tests fail | |
Type specifies arguments for the stecil test | |
Type specifies arguments for stencil test | |
Enables or disables entire subtrees of frame graph nodes | |
Encapsulates a Technique | |
A FrameGraphNode used to select used Techniques | |
An AbstractTexture with a Target1D target format | |
An AbstractTexture with a Target1DArray target format | |
An AbstractTexture with a Target2D target format | |
An AbstractTexture with a Target2DArray target format | |
An AbstractTexture with a Target2DMultisample target format | |
An AbstractTexture with a Target2DMultisampleArray target format | |
An AbstractTexture with a Target3D target format | |
An AbstractTexture with a TargetBuffer target format | |
An AbstractTexture with a TargetCubeMap target format | |
An AbstractTexture with a TargetCubeMapArray target format | |
Encapsulates the necessary information to create an OpenGL texture image from an image source | |
Handles the texture loading and setting the texture's properties | |
An AbstractTexture with a TargetRectangle target format | |
A viewport on the Qt3D Scene |
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