An entity loader that changes depending on distance to camera or screen size |
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FrameGraph node to transfer a rectangle of pixel values from one region of a render target to another |
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Class to allow for selection of camera to be used |
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Class to clear buffers |
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FrameGraph node to issue work for the compute shader on GPU |
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Base class of all FrameGraph configuration nodes |
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Enable frustum culling for the FrameGraph |
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Controls layers drawn in a frame graph branch |
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Class to place a memory barrier |
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When a NoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive |
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Select entities which are within a distance threshold of a target entity |
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Capture rendering |
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Receives render capture result |
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Provides storage for vectors of Filter Keys and Parameters |
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FrameGraph node offers a way of specifying a set of RenderState objects to be applied during the execution of a framegraph branch |
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Provides a way of specifying the render surface |
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Provides a way of specifying a render target |
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Provides storage for the sort types to be used |
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A FrameGraphNode used to select used Techniques |
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A viewport on the Qt3D Scene |
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Defines a view point through which the scene will be rendered |
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Provides the projection matrix that is used to define a Camera for 3D scene |
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Way of filtering which entities will be rendered |
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Way of controlling the complexity of rendered entities based on their size on the screen |
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QML type provides a simple spherical volume, defined by its center and radius |
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Provides a way of enabling child entities based on distance or screen size |
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Specifies how entity picking is handled |
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Type holds settings related to rendering process and host the active FrameGraph |
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Encapsulates a target (usually a frame buffer object) which the renderer can render into |
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Type allows the specification of an attachment of a render target (whether it is a color texture, a depth texture, etc... ) |
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Defines an attribute and how data should be read from a Buffer |
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Provides a data store for raw data to later be used as vertices or uniforms |
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Encapsulates geometry |
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Encapsulates geometry rendering |
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A custom mesh loader |
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Provides the facility to load an existing Scene |
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Encapsulate a QAbstractLight object in a Qt 3D scene |
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Encapsulate a Directional Light object in a Qt 3D scene |
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Encapsulate an environment light object in a Qt 3D scene |
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Encapsulate a Point Light object in a Qt 3D scene |
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Encapsulate a Spot Light object in a Qt 3D scene |
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Base class for effects in a Qt 3D scene |
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Stores filter keys and their values |
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For OpenGL identifies the API required for the attached technique |
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Non-creatable abstract base for materials |
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Provides storage for a name and value pair. This maps to a shader uniform |
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Encapsulates a Render Pass |
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Encapsulates a Shader Program |
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Generates a Shader Program content from loaded graphs |
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Encapsulates a Technique |
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An abstract base class for ray casting in 3d scenes |
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Instantiates a component that can be used to interact with an Entity by a process known as picking |
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Holds information when an object is picked. This is received as a parameter in most of the QObjectPicker component signals when picking succeeds |
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Holds information when a segment of a line is picked |
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Holds information when a segment of a point cloud is picked |
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Holds information when a triangle is picked |
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Used to perform ray casting tests in 3d world coordinates |
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Performe ray casting test based on screen coordinates |
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Enable alpha-to-coverage multisampling mode |
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Specify alpha reference test |
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Specifies the equation used for both the RGB blend equation and the Alpha blend equation |
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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) |
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Enables an additional OpenGL clipping plane that can be in shaders using gl_ClipDistance |
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Allows specifying which color components should be written to the currently bound frame buffer |
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Type specifies whether front or back face culling is enabled |
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Type tests the fragment shader's depth value against the depth of a sample being written to |
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Enable dithering |
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Type defines front and back facing polygons |
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Specifies the width of rasterized lines |
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Enable multisample antialiasing |
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Disable depth write |
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Specifies the size of rasterized points. May either be set statically or by shader programs |
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Type sets the scale and steps to calculate depth values for polygon offsets |
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Type discards fragments that fall outside of a certain rectangular portion of the screen |
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Enables seamless cubemap texture filtering |
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Type controls the front and back writing of individual bits in the stencil planes |
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Type specifies stencil operation |
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Type sets the actions to be taken when stencil and depth tests fail |
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Type specifies arguments for the stecil test |
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Type specifies arguments for stencil test |
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Encapsulates the necessary information to create an OpenGL texture image |
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Encapsulates the necessary information to create an OpenGL texture image from an image source |