\class QSGNode
\brief The QSGNode class is the base class for all nodes in the scene graph.
+ \inmodule QtDeclarative
+
The QSGNode class can be used as a child container. Children are added with
the appendChildNode(), prependChildNode(), insertChildNodeBefore() and
insertChildNodeAfter(). Ordering of nodes is important as geometry nodes
/*!
\class QSGBasicGeometryNode
- \brief The QSGBasicGeometryNode serves as a baseclass for geometry based nodes
+ \brief The QSGBasicGeometryNode class serves as a baseclass for geometry based nodes
+
+ \inmodule QtDeclarative
The QSGBasicGeometryNode class should not be used by itself. It is only encapsulates
shared functionality between the QSGGeometryNode and QSGClipNode classes.
\class QSGGeometryNode
\brief The QSGGeometryNode class is used for all rendered content in the scene graph.
+ \inmodule QtDeclarative
+
The QSGGeometryNode consists of geometry and material. The geometry defines the mesh,
the vertices and their structure, to be drawn. The Material defines how the shape is
filled.
/*!
\class QSGClipNode
- \brief The QSGClipNode implements the clipping functionality in the scene graph.
+ \brief The QSGClipNode class implements the clipping functionality in the scene graph.
+
+ \inmodule QtDeclarative
Clipping applies to the node's subtree and can be nested. Multiple clip nodes will be
accumulated by intersecting all their geometries. The accumulation happens
/*!
\class QSGTransformNode
- \brief The QSGTransformNode implements transformations in the scene graph
+ \brief The QSGTransformNode class implements transformations in the scene graph
+
+ \inmodule QtDeclarative
Transformations apply the node's subtree and can be nested. Multiple transform nodes
will be accumulated by intersecting all their matrices. The accumulation happens
/*!
\class QSGOpacityNode
- \brief The QSGOpacityNode is used
+ \brief The QSGOpacityNode class is used to change opacity of nodes.
+
+ \inmodule QtDeclarative
- Opacity apply to its subtree and can be nested. Multiple opacity nodes
+ Opacity applies to its subtree and can be nested. Multiple opacity nodes
will be accumulated by multiplying their opacity. The accumulation happens
as part of the rendering.
/*!
Constructs an opacity node with a default opacity of 1.
- Opacity accumulate downwards in the scene graph so a node with two
+ Opacity accumulates downwards in the scene graph so a node with two
QSGOpacityNode instances above it, both with opacity of 0.5, will have
effective opacity of 0.25.
/*!
\class QSGVertexColorMaterial
- \brief The QSGVertexColorMaterial provides a convenient way of rendering per-vertex
+ \brief The QSGVertexColorMaterial class provides a convenient way of rendering per-vertex
colored geometry in the scene graph.
+ \inmodule QtDeclarative
+
The vertex color material will give each vertex in a geometry a color. Pixels between
vertices will be linearly interpolated. The colors can contain transparency.
QSGGeometry::defaultAttributes_ColoredPoint2D() constructs an attribute set
compatible with this material.
- The vertex color material respets both current opacity and current matrix when
+ The vertex color material respects both current opacity and current matrix when
updating it's rendering state.
*/