diff options
author | Topi Reinio <topi.reinio@digia.com> | 2015-11-04 12:47:51 +0100 |
---|---|---|
committer | Topi Reiniƶ <topi.reinio@theqtcompany.com> | 2015-11-23 14:15:40 +0000 |
commit | 85ffad3142cd4c3baa0bb77b0674a17287b01534 (patch) | |
tree | d0ab865a944d837b965546248b19e1ab69e99a82 /examples/qt3d | |
parent | ed9628c87fac466ee6106d12996373ddf56f2c73 (diff) |
Doc: Fix QDoc warnings and do further cleanup
Fix the documentation issues that still remained broken after
renaming the namespaces/QML modules. Do further cleanup and
minor doc editing.
Change-Id: Iff38c8c1b99e7f712dc3f9ad07ecd37a747b3a26
Reviewed-by: Venugopal Shivashankar <venugopal.shivashankar@digia.com>
Diffstat (limited to 'examples/qt3d')
-rw-r--r-- | examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc | 4 | ||||
-rw-r--r-- | examples/qt3d/wireframe/doc/src/wireframe.qdoc | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc b/examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc index 7fd8d11d7..5d47a4d3e 100644 --- a/examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc +++ b/examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc @@ -96,7 +96,7 @@ \quotefromfile shadow-map-qml/Light.qml \skipto import Qt3D - \printuntil Qt3D.Renderer + \printuntil Qt3D.Render We then use an \l Entity type as the root element of the custom QML type. The light is a directional spotlight that exposes as properties a position, @@ -132,7 +132,7 @@ In our case, the tree looks like this: - \code + \badcode Viewport RenderPassFilter RenderTargetSelector diff --git a/examples/qt3d/wireframe/doc/src/wireframe.qdoc b/examples/qt3d/wireframe/doc/src/wireframe.qdoc index dcb86c398..62c8478c9 100644 --- a/examples/qt3d/wireframe/doc/src/wireframe.qdoc +++ b/examples/qt3d/wireframe/doc/src/wireframe.qdoc @@ -181,7 +181,7 @@ \printuntil PauseAnimation \printuntil } - The property updates are noticed by the \l{Qt3D::}{QNode} base class + The property updates are noticed by the \l{Qt3DCore::}{QNode} base class and automatically sent through to the corresponding objects in the renderer aspect. The renderer then takes care of translating the property updates to new values for uniform variables in the GLSL shader programs. |