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hellotriangle2.qml
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import Qt3D.Core 2.0
import Qt3D.Render 2.0
import "Components"
Scene0 {
Entity {
id: root
RenderSettings0 {}
Entity {
id: plane
GeometryRenderer {
id: geometry
// #TRYIT: Commenting this option will result in filling polygons
primitiveType: GeometryRenderer.LineLoop // Currently linewidth=1 only
geometry: Geometry {
// Now we have two attributes
boundingVolumePositionAttribute: position // Manually set bounding volume
Attribute {
id: position
attributeType: Attribute.VertexAttribute
vertexBaseType: Attribute.Float
vertexSize: 3
count: 4
name: "position"
buffer: Buffer {
type: Buffer.VertexBuffer
data: new Float32Array([
0.5, 0.5, 0.0, // Top Right
0.5, -0.5, 0.0, // Bottom Right
-0.5, -0.5, 0.0, // Bottom Left
-0.5, 0.5, 0.0, // Top Left
])
}
}
Attribute {
attributeType: Attribute.IndexAttribute
vertexBaseType: Attribute.UnsignedShort
vertexSize: 1
count: 6
buffer: Buffer {
type: Buffer.IndexBuffer
data: new Uint16Array([
0, 1, 3, // First Triangle
1, 2, 3, // Second Triangle
])
}
}
}
}
Material {
id: material
effect: Effect {
techniques: AutoTechnique {
renderPasses: RenderPass {
/*
By default Qt3D culls back faces, here we need to disable it
to render triangles in any vertex order
*/
renderStates: // Source: qt3d/src/render/renderstates/renderstates.cpp ?
CullFace {
/*
Cull face setting
Refer: qthelp://org.qt-project.qt3d.570/qt3d/qt3drender-qcullface.html
*/
mode: CullFace.NoCulling
}
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource(Resources.shader("hellotriangle.vert"))
fragmentShaderCode: loadSource(Resources.shader("hellotriangle.frag"))
}
}
}
}
}
components: [geometry, material]
}
}
}