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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 >NoDraw QML Type</td></tr></table><table class="buildversion"><tr>
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<h3><a name="toc">Contents</a></h3>
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<h1 class="title">NoDraw QML Type</h1>
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<!-- $$$NoDraw-brief -->
<p>When a <a href="qml-qt3d-render-nodraw.html">NoDraw</a> node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive. <a href="#details">More...</a></p>
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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 5.5</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Instantiates:</td><td class="memItemRight bottomAlign"> <a href="qml-qt3d-render-nodraw.html"><a href="qt3drender-qnodraw.html">QNoDraw</a></td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherits:</td><td class="memItemRight bottomAlign"> <p><a href="qml-qt3d-render-framegraphnode.html">FrameGraphNode</a></p>
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<h2 id="details">Detailed Description</h2>
<p><a href="qml-qt3d-render-nodraw.html">NoDraw</a> should be used when the FrameGraph needs to set up some render states or clear some buffers without requiring any mesh to be drawn. It has the same effect as having a <a href="qt3drender-qrenderpassfilter.html">Qt3DRender::QRenderPassFilter</a> that matches none of available <a href="qt3drender-qrenderpass.html">Qt3DRender::QRenderPass</a> instances of the scene without the overhead cost of actually performing the filtering.</p>
<p>When disabled, a <a href="qml-qt3d-render-nodraw.html">NoDraw</a> node won't prevent the scene from being rendered. Toggling the enabled property is therefore a way to make a <a href="qml-qt3d-render-nodraw.html">NoDraw</a> active or inactive.</p>
<p><a href="qml-qt3d-render-nodraw.html">NoDraw</a> is usually used as a child of a <a href="qml-qt3d-render-clearbuffers.html">ClearBuffers</a> node to prevent from drawing the scene when there are multiple render passes.</p>
<pre class="cpp">

  Viewport {
      CameraSelector {
          ClearBuffers {
              buffers: ClearBuffers<span class="operator">.</span>ColorDepthBuffer
              NoDraw { } <span class="comment">// Prevents from drawing anything</span>
          }
          RenderPassFilter {
              <span class="operator">.</span><span class="operator">.</span><span class="operator">.</span>
          }
          RenderPassFilter {
              <span class="operator">.</span><span class="operator">.</span><span class="operator">.</span>
          }
      }
  }

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