Buffer QML Type▲
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Import Statement: import QtQuick3D
Detailed Description▲
A Buffer can be used to create intermediate buffers to share data between render passes in an Effect.
If the name property of the Buffer is empty, it will reference the default output texture of the render pass.
Property Documentation▲
bufferFlags : enumeration▲
Specifies the buffer allocation flags. The default is Buffer.None.
Constant |
Description |
---|---|
Buffer.None |
No special behavior. |
Buffer.SceneLifetime |
The buffer is allocated for the whole lifetime of the scene. |
format : enumeration▲
Specifies the texture format. The default value is Buffer.RGBA8.
Constant |
---|
Buffer.RGBA8 |
Buffer.RGBA16F |
Buffer.RGBA32F |
Buffer.R8 |
Buffer.R16 |
Buffer.R16F |
Buffer.R32F |
name : string▲
Specifies the name of the buffer.
When this property is empty, the Buffer will refer to the default output texture of the render pass instead of allocating a buffer. This can be useful to override certain settings of the output, such as the texture format, without introducing a new, separate intermediate texture.
sizeMultiplier : real▲
Specifies the size multiplier of the buffer. For instance, a value of 1.0 creates a buffer with the same size as the effect's input texture while 0.5 creates buffer where both width and height is half as big. The default value is 1.0.
textureCoordOperation : enumeration▲
Specifies the behavior for texture coordinates when sampling outside the [0, 1] range. The default is Buffer.ClampToEdge.
Constant |
Description |
---|---|
Buffer.ClampToEdge |
Clamp coordinates to the edges. |
Buffer.Repeat |
Wrap the coordinates at the edges to tile the texture. |
Buffer.MirroredRepeat |
Wrap the coordinate at the edges, but mirror the texture when tiling it. |
textureFilterOperation : enumeration▲
Specifies the texture filtering mode when sampling the contents of the Buffer. The default value is Buffer.Linear.
Constant |
Description |
---|---|
Buffer.Nearest |
Use nearest-neighbor filtering. |
Buffer.Linear |
Use linear filtering. |