BlitFramebuffer QML Type

FrameGraph node to transfer a rectangle of pixel values from one region of a render target to another. More...

Import Statement: import Qt3D.Render 2.9
In C++: QBlitFramebuffer
Inherits:

FrameGraphNode

Status: Deprecated

Properties

Detailed Description

This node inserts a glBlitFrameBuffer or an equivalent into the command stream. This provides a more efficient method for copying rectangles between textures or surface backbuffers wrapped by QRenderTarget than drawing textured quads. It also supports scaling with the specified interpolation method.

Note: In practice the BlitFramebuffer node will often be used in combination with NoDraw since a blit should not involve issuing draw calls for any entities.

Property Documentation

destination : RenderTarget

Specifies the destination render target. When not set, the destination is assumed to be the default framebuffer (i.e. the backbuffer of the current surface), if there is one.

Note: the source and destination must not refer to the same render target.


destinationAttachmentPoint : RenderTargetOutput.AttachmentPoint

Specifies the source attachment point. Defaults to RenderTargetOutput.AttachmentPoint.Color0.


destinationRect : Rect

Specifies the destination rectangle. The coordinates are assumed to follow the normal Qt coordinate system, meaning Y runs from top to bottom.


interpolationMethod : InterpolationMethod

Specifies the interpolation applied if the image is stretched. Defaults to Linear.


source : RenderTarget

Specifies the source render target. When not set, the source is assumed to be the default framebuffer (i.e. the backbuffer of the current surface), if there is one.

Note: the source and destination must not refer to the same render target.


sourceAttachmentPoint : RenderTargetOutput.AttachmentPoint

Specifies the source attachment point. Defaults to RenderTargetOutput.AttachmentPoint.Color0.


sourceRect : Rect

Specifies the source rectangle. The coordinates are assumed to follow the normal Qt coordinate system, meaning Y runs from top to bottom.


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