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.