MultiSampleAntiAliasing QML Type▲
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Import Statement: import Qt3D.Render 2.4
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Since:: Qt 5.7
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Inherits:: RenderState
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Instantiates:: QMultiSampleAntiAliasing
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Group: MultiSampleAntiAliasing is part of renderstates
Detailed Description▲
A MultiSampleAntiAliasing type enables multisample antialiasing.
It can be added to a RenderPass:
RenderPass {
shaderProgram
:
ShaderProgram {
// ...
}
renderStates
:
[
MultiSampleAntiAliasing {}
]
}
Or a RenderStateSet:
RenderStateSet {
renderStates
:
[
MultiSampleAntiAliasing {}
]
}
For multisampling to take effect, the render target must have been allocated with multisampling enabled:
RenderTarget {
attachments
:
[
RenderTargetOutput {
attachmentPoint
:
RenderTargetOutput.Color0
texture
:
Texture2DMultisample {
width
:
1024
height
:
1024
format
:
Texture.RGBA8_UNorm
}
}
,
RenderTargetOutput {
attachmentPoint
:
RenderTargetOutput.DepthStencil
texture
:
Texture2DMultisample{
width
:
1024
height
:
1024
format
:
Texture.D24S8
}
}
]
}
Further, the shader code must use multisampling sampler types and texelFetch() instead of texture().
Further, the shader code must use multisampling sampler types and texelFetch() instead of texture().
For example, if you have code like
#version 150
uniform sampler2D colorTexture;
in vec2 texCoord;
out vec4 fragColor;
void
main()
{
fragColor =
texture(colorTexture, texCoord);
}
you can rewrite it as
#version 150
uniform sampler2DMS colorTexture;
in vec2 texCoord;
out vec4 fragColor;
void
main()
{
ivec2 tc =
ivec2(floor(textureSize(colorTexture) *
texCoord));
vec4 c =
texelFetch(colorTexture, tc, 0
) +
texelFetch(colorTexture, tc, 1
) +
texelFetch(colorTexture, tc, 2
) +
texelFetch(colorTexture, tc, 3
);
fragColor =
c /
4.0
;
}
When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if MultiSampleAntiAliasing has been added to the render states.