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qt3d5-doc-5.12.2-2.mga7.noarch.rpm

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<td >Qt 5.12</td><td ><a href="qt3d-index.html">Qt 3D</a></td><td ><a href="qt3d-qml.html">QML Types</a></td><td >MultiSampleAntiAliasing QML Type</td></tr></table><table class="buildversion"><tr>
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<h3><a name="toc">Contents</a></h3>
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<li class="level1"><a href="#details">Detailed Description</a></li>
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<h1 class="title">MultiSampleAntiAliasing QML Type</h1>
<span class="subtitle"></span>
<!-- $$$MultiSampleAntiAliasing-brief -->
<p>Enable multisample antialiasing. <a href="#details">More...</a></p>
<!-- @@@MultiSampleAntiAliasing -->
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<tr><td class="memItemLeft rightAlign topAlign"> Import Statement:</td><td class="memItemRight bottomAlign"> import Qt3D.Render 2.12</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Since:</td><td class="memItemRight bottomAlign">  Qt 5.7</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Instantiates:</td><td class="memItemRight bottomAlign"> <a href="qml-qt3d-render-multisampleantialiasing.html"><a href="qt3drender-qmultisampleantialiasing.html">QMultiSampleAntiAliasing</a></td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherits:</td><td class="memItemRight bottomAlign"> <p><a href="qml-renderstate.html">RenderState</a></p>
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<li><a href="qml-qt3d-render-multisampleantialiasing-members.html">List of all members, including inherited members</a></li>
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<!-- $$$MultiSampleAntiAliasing-description -->
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<h2 id="details">Detailed Description</h2>
<p>A <a href="qml-qt3d-render-multisampleantialiasing.html">MultiSampleAntiAliasing</a> type enables multisample antialiasing.</p>
<p>It can be added to a <a href="qml-qt3d-render-renderpass.html">RenderPass</a>:</p>
<pre class="qml">



</pre>
<p>Or a <a href="qml-qt3d-render-renderstateset.html">RenderStateSet</a>:</p>
<pre class="qml">



</pre>
<p>For multisampling to take effect, the render target must have been allocated with multisampling enabled:</p>
<pre class="qml">



</pre>
<p>Further, the shader code must use multisampling sampler types and texelFetch() instead of texture().</p>
<p>Further, the shader code must use multisampling sampler types and texelFetch() instead of texture().</p>
<p>For example, if you have code like</p>
<pre class="cpp plain">

  #version 150

  uniform sampler2D colorTexture;
  in vec2 texCoord;
  out vec4 fragColor;

  void main()
  {
      fragColor = texture(colorTexture, texCoord);
  }

</pre>
<p>you can rewrite it as</p>
<pre class="cpp">

  <span class="preprocessor">#version 150</span>

  uniform sampler2DMS colorTexture;
  in vec2 texCoord;
  out vec4 fragColor;

  <span class="type">void</span> main()
  {
      ivec2 tc <span class="operator">=</span> ivec2(floor(textureSize(colorTexture) <span class="operator">*</span> texCoord));
      vec4 c <span class="operator">=</span> texelFetch(colorTexture<span class="operator">,</span> tc<span class="operator">,</span> <span class="number">0</span>) <span class="operator">+</span>
                  texelFetch(colorTexture<span class="operator">,</span> tc<span class="operator">,</span> <span class="number">1</span>) <span class="operator">+</span>
                  texelFetch(colorTexture<span class="operator">,</span> tc<span class="operator">,</span> <span class="number">2</span>) <span class="operator">+</span>
                  texelFetch(colorTexture<span class="operator">,</span> tc<span class="operator">,</span> <span class="number">3</span>);
      fragColor <span class="operator">=</span> c <span class="operator">/</span> <span class="number">4.0</span>;
  }

</pre>
<p><b>Note: </b>When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if <a href="qml-qt3d-render-multisampleantialiasing.html">MultiSampleAntiAliasing</a> has been added to the render states.</p><!-- @@@MultiSampleAntiAliasing -->
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