<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- qmultisampleantialiasing.cpp --> <title>MultiSampleAntiAliasing QML Type | Qt 3D 5.12.6</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <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> <td id="buildversion" width="100%" align="right"><a href="qt3d-index.html">Qt 5.12.6 Reference Documentation</a></td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"> <div class="toc"> <h3><a name="toc">Contents</a></h3> <ul> <li class="level1"><a href="#details">Detailed Description</a></li> </ul> </div> <div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">MultiSampleAntiAliasing QML Type</h1> <span class="subtitle"></span> <!-- $$$MultiSampleAntiAliasing-brief --> <p>Enable multisample antialiasing. <a href="#details">More...</a></p> <!-- @@@MultiSampleAntiAliasing --> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> Import Statement:</td><td class="memItemRight bottomAlign"> import Qt3D.Render 2.12</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Since:</td><td class="memItemRight bottomAlign"> Qt 5.7</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Instantiates:</td><td class="memItemRight bottomAlign"> <a href="qml-qt3d-render-multisampleantialiasing.html"><a href="qt3drender-qmultisampleantialiasing.html">QMultiSampleAntiAliasing</a></td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherits:</td><td class="memItemRight bottomAlign"> <p><a href="qml-renderstate.html">RenderState</a></p> </td></tr></table></div><ul> <li><a href="qml-qt3d-render-multisampleantialiasing-members.html">List of all members, including inherited members</a></li> </ul> <!-- $$$MultiSampleAntiAliasing-description --> <a name="details"></a> <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 --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2019 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br/> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br/> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>