Qt 3D Render QML Types

This module was introduced in Qt 5.7.

To import and use the module's QML types, use the following statement:

 import Qt3D.Render 2.4

Selecting a Rendering Backend

The Render aspect comes with two rendering backends.

  • OpenGL backend (ES 2, ES 3.2, GL 2, GL 3, GL 3.2, GL 4.3)
  • RHI backend (ES 2, GL, DirectX, Vulkan, Metal)

If you are targeting OpenGL exclusively and are using specific OpenGL features, you might be better off using the OpenGL backend. This is the OpenGL backend that Qt 3D exclusively used in the Qt 5 series.

For cases where you are not using specific OpenGL features and want to target different platforms that might have deprecated OpenGL, using the RHI backend is a better alternative.

To select your rendering backend, the environment variable QT3D_RENDERER is to be set to either "opengl" or "rhi". Defaults to the OpenGL backend.

When using the RHI backend, you can further force the internal RHI backend by setting the QSG_RHI_BACKEND to one of the following values:

  • opengl -> RHI OpenGL backend
  • gl -> RHI OpenGL backend
  • gles2 -> RHI OpenGL backend
  • metal -> RHI Metal backend
  • vulkan -> RHI Vulkan backend
  • d3d11 -> RHI DirectX 11 backend

If not specified, RHI will default to what it deduces to be the best backend for the platform.

Alternatively, if using a QQuickWindow, QQuickWindow::setGraphicsApi() can be used to specify the RHI internal rendering backend.

AlphaTest

Specify alpha reference test

BlendEquation

Specifies the equation used for both the RGB blend equation and the Alpha blend equation

BlendEquationArguments

Encapsulates blending information: specifies how the incoming values (what's going to be drawn) are going to affect the existing values (what is already drawn)

BlitFramebuffer

FrameGraph node to transfer a rectangle of pixel values from one region of a render target to another

BufferCapture

Exchanges buffer data between GPU and CPU

ClearBuffers

Class to clear buffers

ClipPlane

Enables an additional OpenGL clipping plane that can be in shaders using gl_ClipDistance

ColorMask

Allows specifying which color components should be written to the currently bound frame buffer

CullFace

Type specifies whether front or back face culling is enabled

DebugOverlay

Enables a visual overlay with scene details

DepthRange

Enables remapping depth values written into the depth buffer

DepthTest

Type tests the fragment shader's depth value against the depth of a sample being written to

DirectionalLight

Encapsulate a Directional Light object in a Qt 3D scene

DispatchCompute

FrameGraph node to issue work for the compute shader on GPU

FrontFace

Type defines front and back facing polygons

FrustumCulling

Enable frustum culling for the FrameGraph

LayerFilter

Controls layers drawn in a frame graph branch

LevelOfDetailBoundingSphere

QML type provides a simple spherical volume, defined by its center and radius

LevelOfDetailLoader

An entity loader that changes depending on distance to camera or screen size

LineWidth

Specifies the width of rasterized lines

MemoryBarrier

Class to place a memory barrier

Mesh

A custom mesh loader

NoDraw

When a NoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive

NoPicking

When a NoPicking node is present in a FrameGraph branch, this prevents the render aspect from performing picking selection for the given branch

PointLight

Encapsulate a Point Light object in a Qt 3D scene

PointSize

Specifies the size of rasterized points. May either be set statically or by shader programs

PolygonOffset

Type sets the scale and steps to calculate depth values for polygon offsets

ProximityFilter

Select entities which are within a distance threshold of a target entity

RasterMode

Render state allows to control the type of rasterization to be performed

RenderCapture

Capture rendering

RenderCaptureReply

Receives render capture result

RenderPassFilter

Provides storage for vectors of Filter Keys and Parameters

RenderStateSet

FrameGraph node offers a way of specifying a set of RenderState objects to be applied during the execution of a framegraph branch

RenderSurfaceSelector

Provides a way of specifying the render surface

RenderTargetSelector

Provides a way of specifying a render target

ScissorTest

Type discards fragments that fall outside of a certain rectangular portion of the screen

SharedGLTexture

Allows to use a textureId from a separate OpenGL context in a Qt 3D scene

SortPolicy

Provides storage for the sort types to be used

SpotLight

Encapsulate a Spot Light object in a Qt 3D scene

StencilMask

Type controls the front and back writing of individual bits in the stencil planes

StencilOperation

Type specifies stencil operation

StencilTest

Type specifies arguments for the stecil test

SubtreeEnabler

Enables or disables entire subtrees of frame graph nodes

TechniqueFilter

A FrameGraphNode used to select used Techniques

Texture1D

An AbstractTexture with a Target1D target format

Texture1DArray

An AbstractTexture with a Target1DArray target format

Texture2D

An AbstractTexture with a Target2D target format

Texture2DArray

An AbstractTexture with a Target2DArray target format

Texture2DMultisample

An AbstractTexture with a Target2DMultisample target format

Texture2DMultisampleArray

An AbstractTexture with a Target2DMultisampleArray target format

Texture3D

An AbstractTexture with a Target3D target format

TextureBuffer

An AbstractTexture with a TargetBuffer target format

TextureCubeMap

An AbstractTexture with a TargetCubeMap target format

TextureCubeMapArray

An AbstractTexture with a TargetCubeMapArray target format

TextureLoader

Handles the texture loading and setting the texture's properties

TextureRectangle

An AbstractTexture with a TargetRectangle target format

Viewport

A viewport on the Qt3D Scene