QMultiSampleAntiAliasing

Enable multisample antialiasing. More

Detailed Description

A QMultiSampleAntiAliasing class enables multisample antialiasing.

It can be added to a QRenderPass by calling addRenderState() :

QRenderPass *renderPass = new QRenderPass();

QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing();
renderPass->addRenderState(msaa);

Or a QRenderStateSet by calling addRenderState() :

QRenderStateSet *renderStateSet = new QRenderStateSet();

QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing();
renderStateSet->addRenderState(msaa);

For multisampling to take effect, the render target must have been allocated with multisampling enabled:

QTexture2DMultisample *colorTex = new QTexture2DMultisample;
colorTex->setFormat(QAbstractTexture::RGBA8_UNorm);
colorTex->setWidth(1024);
colorTex->setHeight(1024);

QRenderTargetOutput *color = new QRenderTargetOutput;
color->setAttachmentPoint(QRenderTargetOutput::Color0);
color->setTexture(colorTex);

QTexture2DMultisample *depthStencilTex = new QTexture2DMultisample;
depthStencilTex->setFormat(QAbstractTexture::RGBA8_UNorm);
depthStencilTex->setWidth(1024);
depthStencilTex->setHeight(1024);

QRenderTargetOutput *depthStencil = new QRenderTargetOutput;
depthStencil->setAttachmentPoint(QRenderTargetOutput::DepthStencil);
depthStencil->setTexture(depthStencilTex);

Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget;
renderTarget->addOutput(color);
renderTarget->addOutput(depthStencil);

Further, the shader code must use multisampling sampler types and texelFetch() instead of texture().

For example, if you have code like

you can rewrite it as

Note

When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if QMultiSampleAntiAliasing has been added to the render states.

class PySide2.Qt3DRender.QMultiSampleAntiAliasing([parent=None])
param parent

PySide2.Qt3DCore.QNode

The constructor creates a new QMultiSampleAntiAliasing instance with the specified parent .