qt 3d Qml Transparent Scene2D texture










2















How to render mesh texture, without this default, grey background? I mean, use Scene2D component, to generate texture with alpha. Now it's look like there was PhonMaterial underneath my red rectangle.



Entity 
id: root

components: [cubeTransform, cubeMaterial, cubeMesh]
PlaneMesh
id: cubeMesh
width: 10
height: 10

Transform
id: cubeTransform
translation: Qt.vector3d(0, 4, 0)
scale3D: Qt.vector3d(1, 1, 1)

TextureMaterial
id: cubeMaterial
texture: textureId

Scene2D
id: qmlTexture
output: RenderTargetOutput
attachmentPoint: RenderTargetOutput.Color0
texture: Texture2D
id: textureId

width: 100
height: 1024
format: Texture.RGBA8_UNorm
generateMipMaps: true
magnificationFilter: Texture.Linear
minificationFilter: Texture.LinearMipMapLinear
wrapMode
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge



Rectangle
x: 50
width: 50
height: textureId.height
color: "red"





Now, half of the mesh is red (as it should), but the second one is white, rather than transparent.



enter image description here










share|improve this question
























  • It's difficult to tell from the code snippet you posted what is wrong. Please always post a minimally working example.

    – Florian Blume
    Nov 16 '18 at 9:27











  • Minimal working example component added to question.

    – Rajju
    Nov 16 '18 at 14:19











  • When I try to run your example it says "No renderer settings component found". Also the import statements are missing.

    – Florian Blume
    Nov 19 '18 at 18:29











  • Have you tried to use alpha in the Rectangle color ? Like color: Qt.rgba(1, 0, 0, 0.5)

    – Massimo Callegari
    Nov 28 '18 at 11:07















2















How to render mesh texture, without this default, grey background? I mean, use Scene2D component, to generate texture with alpha. Now it's look like there was PhonMaterial underneath my red rectangle.



Entity 
id: root

components: [cubeTransform, cubeMaterial, cubeMesh]
PlaneMesh
id: cubeMesh
width: 10
height: 10

Transform
id: cubeTransform
translation: Qt.vector3d(0, 4, 0)
scale3D: Qt.vector3d(1, 1, 1)

TextureMaterial
id: cubeMaterial
texture: textureId

Scene2D
id: qmlTexture
output: RenderTargetOutput
attachmentPoint: RenderTargetOutput.Color0
texture: Texture2D
id: textureId

width: 100
height: 1024
format: Texture.RGBA8_UNorm
generateMipMaps: true
magnificationFilter: Texture.Linear
minificationFilter: Texture.LinearMipMapLinear
wrapMode
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge



Rectangle
x: 50
width: 50
height: textureId.height
color: "red"





Now, half of the mesh is red (as it should), but the second one is white, rather than transparent.



enter image description here










share|improve this question
























  • It's difficult to tell from the code snippet you posted what is wrong. Please always post a minimally working example.

    – Florian Blume
    Nov 16 '18 at 9:27











  • Minimal working example component added to question.

    – Rajju
    Nov 16 '18 at 14:19











  • When I try to run your example it says "No renderer settings component found". Also the import statements are missing.

    – Florian Blume
    Nov 19 '18 at 18:29











  • Have you tried to use alpha in the Rectangle color ? Like color: Qt.rgba(1, 0, 0, 0.5)

    – Massimo Callegari
    Nov 28 '18 at 11:07













2












2








2








How to render mesh texture, without this default, grey background? I mean, use Scene2D component, to generate texture with alpha. Now it's look like there was PhonMaterial underneath my red rectangle.



Entity 
id: root

components: [cubeTransform, cubeMaterial, cubeMesh]
PlaneMesh
id: cubeMesh
width: 10
height: 10

Transform
id: cubeTransform
translation: Qt.vector3d(0, 4, 0)
scale3D: Qt.vector3d(1, 1, 1)

TextureMaterial
id: cubeMaterial
texture: textureId

Scene2D
id: qmlTexture
output: RenderTargetOutput
attachmentPoint: RenderTargetOutput.Color0
texture: Texture2D
id: textureId

width: 100
height: 1024
format: Texture.RGBA8_UNorm
generateMipMaps: true
magnificationFilter: Texture.Linear
minificationFilter: Texture.LinearMipMapLinear
wrapMode
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge



Rectangle
x: 50
width: 50
height: textureId.height
color: "red"





Now, half of the mesh is red (as it should), but the second one is white, rather than transparent.



enter image description here










share|improve this question
















How to render mesh texture, without this default, grey background? I mean, use Scene2D component, to generate texture with alpha. Now it's look like there was PhonMaterial underneath my red rectangle.



Entity 
id: root

components: [cubeTransform, cubeMaterial, cubeMesh]
PlaneMesh
id: cubeMesh
width: 10
height: 10

Transform
id: cubeTransform
translation: Qt.vector3d(0, 4, 0)
scale3D: Qt.vector3d(1, 1, 1)

TextureMaterial
id: cubeMaterial
texture: textureId

Scene2D
id: qmlTexture
output: RenderTargetOutput
attachmentPoint: RenderTargetOutput.Color0
texture: Texture2D
id: textureId

width: 100
height: 1024
format: Texture.RGBA8_UNorm
generateMipMaps: true
magnificationFilter: Texture.Linear
minificationFilter: Texture.LinearMipMapLinear
wrapMode
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge



Rectangle
x: 50
width: 50
height: textureId.height
color: "red"





Now, half of the mesh is red (as it should), but the second one is white, rather than transparent.



enter image description here







qt opengl qml qt3d






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 16 '18 at 14:18







Rajju

















asked Nov 15 '18 at 19:25









RajjuRajju

10419




10419












  • It's difficult to tell from the code snippet you posted what is wrong. Please always post a minimally working example.

    – Florian Blume
    Nov 16 '18 at 9:27











  • Minimal working example component added to question.

    – Rajju
    Nov 16 '18 at 14:19











  • When I try to run your example it says "No renderer settings component found". Also the import statements are missing.

    – Florian Blume
    Nov 19 '18 at 18:29











  • Have you tried to use alpha in the Rectangle color ? Like color: Qt.rgba(1, 0, 0, 0.5)

    – Massimo Callegari
    Nov 28 '18 at 11:07

















  • It's difficult to tell from the code snippet you posted what is wrong. Please always post a minimally working example.

    – Florian Blume
    Nov 16 '18 at 9:27











  • Minimal working example component added to question.

    – Rajju
    Nov 16 '18 at 14:19











  • When I try to run your example it says "No renderer settings component found". Also the import statements are missing.

    – Florian Blume
    Nov 19 '18 at 18:29











  • Have you tried to use alpha in the Rectangle color ? Like color: Qt.rgba(1, 0, 0, 0.5)

    – Massimo Callegari
    Nov 28 '18 at 11:07
















It's difficult to tell from the code snippet you posted what is wrong. Please always post a minimally working example.

– Florian Blume
Nov 16 '18 at 9:27





It's difficult to tell from the code snippet you posted what is wrong. Please always post a minimally working example.

– Florian Blume
Nov 16 '18 at 9:27













Minimal working example component added to question.

– Rajju
Nov 16 '18 at 14:19





Minimal working example component added to question.

– Rajju
Nov 16 '18 at 14:19













When I try to run your example it says "No renderer settings component found". Also the import statements are missing.

– Florian Blume
Nov 19 '18 at 18:29





When I try to run your example it says "No renderer settings component found". Also the import statements are missing.

– Florian Blume
Nov 19 '18 at 18:29













Have you tried to use alpha in the Rectangle color ? Like color: Qt.rgba(1, 0, 0, 0.5)

– Massimo Callegari
Nov 28 '18 at 11:07





Have you tried to use alpha in the Rectangle color ? Like color: Qt.rgba(1, 0, 0, 0.5)

– Massimo Callegari
Nov 28 '18 at 11:07












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