Clipping applies to the node’s subtree and can be nested. Multiple clip nodes will be accumulated by intersecting all their geometries. The accumulation happens as part of the rendering.
Clip nodes must have a geometry before they can be added to the scene graph.
Clipping is usually implemented by using the stencil buffer.
All classes with QSG prefix should be used solely on the scene graph’s rendering thread. See Scene Graph and Rendering for more information.
Creates a new
QSGClipNodewithout a geometry.
The clip node must have a geometry before it can be added to the scene graph.
- Return type
Returns the clip rect of this node.
- Return type
Returns if this clip node has a rectangular clip.
Sets the clip rect of this clip node to
When a rectangular clip is set in combination with
setIsRectangularthe renderer may in some cases use a more optimal clip method.
rectHint – bool
Sets whether this clip node has a rectangular clip to
This is an optimization hint which means that the renderer can use scissoring instead of stencil, which is significantly faster.
By default this property is
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