Qt 3D Render QML Types
An entity loader that changes depending on distance to camera or screen size | |
Class to allow for selection of camera to be used | |
Class to clear buffers | |
FrameGraph node to issue work for the compute shader on GPU | |
Base class of all FrameGraph configuration nodes | |
Enable frustum culling for the FrameGraph | |
Controls layers Drawn in a frame graph branch | |
Class to place a memory barrier | |
When a NoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive | |
Capture rendering | |
Receives render capture result | |
Provides a way of specifying the render surface | |
Provides a way of specifying a render target | |
Provides storage for the sort types to be used | |
A viewport on the Qt3D Scene | |
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 | |
Way of filtering which entities will be rendered | |
Way of controlling the complexity of rendered entities based on their size on the screen | |
LevelOfDetailBoundingSphere class provides a simple spherical volume, defined by it's center and radius | |
Provides a way of enabling child entities based on distance or screen size | |
Specifies how entity picking is handled | |
Type holds settings related to rendering process and host the active FrameGraph | |
Defines an attribute and how data should be read from a Buffer | |
Provides a data store for raw data to later be used as vertices or uniforms | |
Encapsulates geometry | |
Encapsulates geometry rendering | |
A custom mesh loader | |
Provides the facility to load an existing Scene | |
Encapsulate a QAbstractLight object in a Qt 3D scene | |
Encapsulate a Directional Light object in a Qt 3D scene | |
Encapsulate an environment light object in a Qt 3D scene | |
Encapsulate a Point Light object in a Qt 3D scene | |
Encapsulate a Spot Light object in a Qt 3D scene | |
Base class for effects in a Qt 3D scene | |
Stores filter keys and their values | |
For OpenGL identifies the API required for the attached technique | |
Non-creatable abstract base for materials | |
Provides storage for a name and value pair. This maps to a shader uniform | |
Encapsulates a Render Pass | |
Encapsulates a Shader Program | |
Encapsulates a Technique | |
Instantiates a component that can be used to interact with an Entity by a process known as picking | |
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 triangle is picked | |
Enable alpha-to-coverage multisampling mode | |
Specify alpha reference test | |
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) | |
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 | |
Type specifies whether front or back face culling are enabled | |
Type tests the fragment shader's depth value against the depth of a sample being written to | |
Enable dithering | |
Type defines front and back facing polygons | |
Enable multisample antialiasing | |
Disable depth write | |
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 | |
Type discards fragments that fall outside of a certain rectangular portion of the screen | |
Enables seamless cubemap texture filtering | |
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 | |
Encapsulates the necessary information to create an OpenGL texture image | |
Encapsulates the necessary information to create an OpenGL texture image from an image source |