- class QMultiSampleAntiAliasing#
Enable multisample antialiasing. More…
Synopsis#
Methods#
def
__init__()
Note
This documentation may contain snippets that were automatically translated from C++ to Python. We always welcome contributions to the snippet translation. If you see an issue with the translation, you can also let us know by creating a ticket on https:/bugreports.qt.io/projects/PYSIDE
Detailed Description#
A
QMultiSampleAntiAliasing
class enables multisample antialiasing.It can be added to a
QRenderPass
by callingaddRenderState()
:QRenderPass *renderPass = new QRenderPass(); QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing(); renderPass->addRenderState(msaa);
Or a
QRenderStateSet
by callingaddRenderState()
:QRenderStateSet *renderStateSet = new QRenderStateSet(); QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing(); renderStateSet->addRenderState(msaa);
For multisampling to take effect, the render target must have been allocated with multisampling enabled:
QTexture2DMultisample *colorTex = new QTexture2DMultisample; colorTex->setFormat(QAbstractTexture::RGBA8_UNorm); colorTex->setWidth(1024); colorTex->setHeight(1024); QRenderTargetOutput *color = new QRenderTargetOutput; color->setAttachmentPoint(QRenderTargetOutput::Color0); color->setTexture(colorTex); QTexture2DMultisample *depthStencilTex = new QTexture2DMultisample; depthStencilTex->setFormat(QAbstractTexture::RGBA8_UNorm); depthStencilTex->setWidth(1024); depthStencilTex->setHeight(1024); QRenderTargetOutput *depthStencil = new QRenderTargetOutput; depthStencil->setAttachmentPoint(QRenderTargetOutput::DepthStencil); depthStencil->setTexture(depthStencilTex); Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget; renderTarget->addOutput(color); renderTarget->addOutput(depthStencil);
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; }
Note
When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if
QMultiSampleAntiAliasing
has been added to the render states.- __init__([parent=None])#
- Parameters:
parent –
QNode
The constructor creates a new
QMultiSampleAntiAliasing
instance with the specifiedparent
.