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-rw-r--r--examples/qt3d/basicshapes-cpp/doc/src/basicshapes.qdoc28
1 files changed, 16 insertions, 12 deletions
diff --git a/examples/qt3d/basicshapes-cpp/doc/src/basicshapes.qdoc b/examples/qt3d/basicshapes-cpp/doc/src/basicshapes.qdoc
index 004b06817..75da8e12d 100644
--- a/examples/qt3d/basicshapes-cpp/doc/src/basicshapes.qdoc
+++ b/examples/qt3d/basicshapes-cpp/doc/src/basicshapes.qdoc
@@ -29,39 +29,43 @@
\example basicshapes-cpp
\title Qt3D: Basic Shapes C++ Example
\ingroup qt3d-examples-cpp
- \brief Shows four basic shapes that Qt3D offers.
+ \brief Shows four basic shapes that Qt3D offers and sets up a mesh for each of them.
- The Basic Shapes examples shows four basic shapes that Qt3D offers, a torus,
- a cylinder, a cube and a sphere. The example also shows how to embed a Qt3D scene
+ \image basicshapes-cpp-example.jpg
+
+ \e {Basic Shapes} shows four basic shapes that Qt3D offers: a torus, a cylinder,
+ a cube, and a sphere. The example also shows how to embed a Qt3D scene
into a widget and connect with other widgets.
- \image basicshapes-cpp-example.jpg
+ \include examples-run.qdocinc
+
+ \section1 Setting Up a Torus Mesh
- As an example let's go through how to set up a torus mesh. First instantiate
- the \c QTorusMesh, and then set the mesh specific parameters, that for torus are
- radius, minor radius and how many rings and slices.
+ As an example, we go through how to set up a torus mesh. First, we instantiate
+ the \c QTorusMesh, and then we set the mesh specific parameters, which for torus are
+ radius, minor radius, and the number of rings and slices.
\snippet basicshapes-cpp/scenemodifier.cpp 0
The size and position of the torus can be adjusted with transform components.
- We create scale, translation and rotation components and add them into the
+ We create scale, translation, and rotation components and add them into the
\c QTransform component.
\snippet basicshapes-cpp/scenemodifier.cpp 1
- To change the diffuse color of the mesh we create a \c QPhongMaterial and set
+ To change the diffuse color of the mesh, we create a \c QPhongMaterial and set
its diffuse color.
\snippet basicshapes-cpp/scenemodifier.cpp 2
The final step is to add the torus into an entity tree, and we do that by creating
- a \c QEntity with parent entity and adding the previously created mesh, material
+ a \c QEntity with a parent entity and adding the previously created mesh, material,
and transform components into it.
\snippet basicshapes-cpp/scenemodifier.cpp 3
- You can control the visibility of the entity by defining if it has parent
- or not, i.e. whether it is part of entity tree or not.
+ We can control the visibility of the entity by defining whether it has a parent
+ or not. That is, whether it is part of an entity tree or not.
\snippet basicshapes-cpp/scenemodifier.cpp 4