MultiSampleAntiAliasing QML Type | Qt 3D 5.15.2

- Qt 5.15
- Qt 3D
- QML Types
- MultiSampleAntiAliasing QML Type
- Qt 5.15.2 Reference Documentation

# MultiSampleAntiAliasing QML Type

Enable multisample antialiasing. More...

Import Statement: | import Qt3D.Render 2.15
Since: | Qt 5.7
Inherits: | RenderState

- List of all members, including inherited members

## 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;
     }

Note: When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if MultiSampleAntiAliasing has been added to the render states.