/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Viewport { property alias leftCamera: leftCameraSelector.camera property alias rightCamera: rightCameraSelector.camera property alias window: surfaceSelector.window RenderSurfaceSelector { id: surfaceSelector // ColorMask is reset by default // By default reset to the default if not specified ClearBuffer { buffers: ClearBuffer.ColorDepthBuffer NoDraw {} // We just want to clear the buffers } // Draw with left eye CameraSelector { id: leftCameraSelector StateSet { renderStates: [ ColorMask { red: true; green: false; blue: false; alpha: false }, DepthTest { func: DepthTest.Less } ] } } // Draw with right eye ClearBuffer { buffers: ClearBuffer.DepthBuffer CameraSelector { id: rightCameraSelector StateSet { renderStates: [ ColorMask { red: false; green: true; blue: true; alpha: false }, DepthTest { func: DepthTest.Less } ] } } } } }