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authorSean Harmer <sean.harmer@kdab.com>2015-06-17 17:28:52 +0200
committerAntti Kokko <antti.kokko@theqtcompany.com>2015-06-24 09:53:02 +0000
commit1b98284ad0e775c84963385732c93ef0e2d5a0f1 (patch)
tree2047516e6c8a2d4d2101c80e9a8f0ffd2e40c038 /src/core/doc
parent759784ec34ff2be08e9858ca5e17baf2114441b1 (diff)
Doc: Add documentation for the Wireframe QML Example
Add information about materials and shaders in the overview topic. Add file extensions to the configuration file to have all the example files listed in the example docs. Change-Id: I709f91fb854ca18fb3a56caf656c191fa15e99ef Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/core/doc')
-rw-r--r--src/core/doc/src/qt3d-overview.qdoc31
1 files changed, 29 insertions, 2 deletions
diff --git a/src/core/doc/src/qt3d-overview.qdoc b/src/core/doc/src/qt3d-overview.qdoc
index a02f32d83..74a4c2949 100644
--- a/src/core/doc/src/qt3d-overview.qdoc
+++ b/src/core/doc/src/qt3d-overview.qdoc
@@ -60,9 +60,9 @@
\list
\li 2D and 3D rendering for C++ and Qt Quick applications
\li Meshes
- \li Materials
+ \li \l {Materials}
\li Shadows
- \li Shaders
+ \li \l {Shaders}
\li Ambient occlusion
\li High dynamic range
\li Deferred rendering
@@ -71,6 +71,33 @@
\li Uniform Buffer Objects
\endlist
+ \section2 Materials
+
+ Qt3D has a robust and very flexible material system that allows multiple
+ levels of customization. It caters for different rendering approaches on
+ different platforms or OpenGL versions, enables multiple rendering passes
+ with different state sets, provides mechanisms for overriding of parameters
+ at different levels, and allows easy switching of shaders. All this from C++
+ or using QML property bindings.
+
+ The properties of a \l Material type can easily be mapped through to uniform
+ variables in a GLSL shader program that is itself specified in the
+ referenced effect property.
+
+ For examples of using materials, see the \l {Qt3D: Materials C++ Example}
+ and \l {Qt3D: Materials QML Example}.
+
+ \section2 Shaders
+
+ Qt3D supports all of the OpenGL programmable rendering pipeline stages:
+ vertex, tessellation control, tessellation evaluation, geometry, and
+ fragment shaders. Compute shaders are planned for a future release.
+
+ For examples of using shaders, see the Simple Shaders QML Example,
+ \l {Qt3D: Tessellation Modes QML Example},
+ \l {Qt3D: Shadow Map QML Example}, \l{Qt3D: Wireframe QML Example}, and
+ \l {Qt3D: Wave QML Example}.
+
\section1 Configurable Renderer
To combine support for both C++ and QML APIs with having a fully