Qt 3D Render QML Types
To import and use the module's QML types, use the following statement:
import Qt3D.Render 2.0
QML Types
| An entity loader that changes depending on distance to camera or screen size | |
| FrameGraph node to transfer a rectangle of pixel values from one region of a render target to another | |
| 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 | |
| Select entities which are within a distance threshold of a target entity | |
| Capture rendering | |
| Receives render capture result | |
| Provides storage for vectors of Filter Keys and Parameters | |
| 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 | |
| Provides a way of specifying a render target | |
| Provides storage for the sort types to be used | |
| A FrameGraphNode used to select used Techniques | |
| 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 | |
| QML type provides a simple spherical volume, defined by its 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 | |
| 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... ) | |
| 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 | |
| Generates a Shader Program content from loaded graphs | |
| Encapsulates a Technique | |
| An abstract base class for ray casting in 3d scenes | |
| 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 segment of a line is picked | |
| Holds information when a segment of a point cloud is picked | |
| Holds information when a triangle is picked | |
| Used to perform ray casting tests in 3d world coordinates | |
| Performe ray casting test based on screen coordinates | |
| 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 is 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 | |
| Specifies the width of rasterized lines | |
| 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 |