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authorSamuel Rødal <sroedal@trolltech.com>2009-08-26 14:50:18 +0200
committerSamuel Rødal <sroedal@trolltech.com>2009-08-26 17:33:01 +0200
commit6682b9915d80238ce97594909074aef974a74279 (patch)
tree73fc6b8293df5172b6e0c2e0cee528f80fa65c85 /dist
parentca57a8122970ed408f50fed05f77d3a973676165 (diff)
Improved QPainter API for allowing native painting in GL / VG.
Previously we were using QPaintEngine::syncState() which is not ideal naming-wise, since it actually prepares for native painting instead of syncing the painter's state to native state. Reviewed-by: Trond
Diffstat (limited to 'dist')
-rw-r--r--dist/changes-4.6.011
1 files changed, 7 insertions, 4 deletions
diff --git a/dist/changes-4.6.0 b/dist/changes-4.6.0
index 8c2c2c815c..194d670674 100644
--- a/dist/changes-4.6.0
+++ b/dist/changes-4.6.0
@@ -49,10 +49,13 @@ information about a particular change.
this is that Nokia focuses on OpenGL for desktop hardware accelerated
rendering.
- - When mixing OpenGL and QPainter calls you need to first call syncState()
- on the paint engine, for example "painter->paintEngine()->syncState()".
- This is to ensure that the engine flushes any pending drawing and sets up
- the GL modelview/projection matrices properly.
+ - When mixing OpenGL and QPainter calls you need to surround your custom
+ OpenGL calls with QPainter::beginNativePainting() and
+ QPainter::endNativePainting().
+ This is to ensure that the paint engine flushes any pending drawing and sets
+ up the GL modelview/projection matrices properly before you can issue custom
+ OpenGL calls, and to let the paint engine synchronize to the painter state
+ before resuming regular QPainter based drawing.
- Graphics View has undergone heavy optimization work, and as a result of
this work, the following behavior changes were introduced.