Buffer QML Type | Qt Quick 3D (original) (raw)

Creates or references a color buffer to be used for a pass of an Effect. More...

Import Statement: import QtQuick3D
Inherits: QtObject

Properties

Detailed Description

A Buffer can be used to create intermediate buffers to share data between render passes in an Effect.

Note: If the name property of the Buffer is empty, it will reference the default output texture of the render pass.

Property Documentation

bufferFlags : enumeration

Specifies the buffer allocation flags. The default is Buffer.None.

Constant Description
Buffer.None No special behavior.
Buffer.SceneLifetime The buffer is allocated for the whole lifetime of the scene.

Specifies the texture format. The default value is Buffer.RGBA8.

Constant Value
Buffer.RGBA8
Buffer.RGBA16F
Buffer.RGBA32F
Buffer.R8
Buffer.R16
Buffer.R16F
Buffer.R32F

Specifies the name of the buffer.

Note: When this property is empty, the Buffer will refer to the default output texture of the render pass instead of allocating a buffer. This can be useful to override certain settings of the output, such as the texture format, without introducing a new, separate intermediate texture.

Specifies the size multiplier of the buffer. For instance, a value of 1.0 creates a buffer with the same size as the effect's input texture while 0.5 creates buffer where both width and height is half as big. The default value is 1.0.

textureCoordOperation : enumeration

Specifies the behavior for texture coordinates when sampling outside the [0, 1] range. The default is Buffer.ClampToEdge.

Constant Description
Buffer.ClampToEdge Clamp coordinates to the edges.
Buffer.Repeat Wrap the coordinates at the edges to tile the texture.
Buffer.MirroredRepeat Wrap the coordinate at the edges, but mirror the texture when tiling it.

textureFilterOperation : enumeration

Specifies the texture filtering mode when sampling the contents of the Buffer. The default value is Buffer.Linear.

Constant Description
Buffer.Nearest Use nearest-neighbor filtering.
Buffer.Linear Use linear filtering.

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