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 PySide6.Qt3DRender.Qt3DRender.QMultiSampleAntiAliasing([parent=None])¶
- Parameters
parent –
PySide6.Qt3DCore.Qt3DCore.QNode
The constructor creates a new QMultiSampleAntiAliasing
instance with the specified parent
.