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-rw-r--r--examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc18
1 files changed, 9 insertions, 9 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 58d76bcac..d9076e0f0 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
@@ -58,8 +58,8 @@
import the modules:
\quotefromfile shadow-map-qml/main.qml
- \skipto import Qt3D
- \printuntil Render
+ \skipto import Qt3D.Core
+ \printuntil Render 2.0
The first entities we create are a \l Camera, which represents the camera
used for the final rendering, and a \l Configuration, which allows us to
@@ -90,11 +90,11 @@
\section1 Specifying the Light
- We specify the Light custom entity in \e Light.qml.
+ We specify the Light custom entity in \e ShadowMapLight.qml.
Again, we import the necessary modules:
- \quotefromfile shadow-map-qml/Light.qml
+ \quotefromfile shadow-map-qml/ShadowMapLight.qml
\skipto import Qt3D
\printuntil Qt3D.Render
@@ -111,15 +111,15 @@
\section1 Configuring the Framegraph
- In Qt3D, the framegraph is the data-driven configuration for the rendering.
+ In Qt 3D, the framegraph is the data-driven configuration for the rendering.
We implement the framegraph in the \e ShadowMapFrameGraph.qml file.
- In addition to the Qt3D and Qt3D Renderer modules, we also import the
+ In addition to the Qt 3D and Qt 3D Render modules, we also import the
Qt Quick module:
\quotefromfile shadow-map-qml/ShadowMapFrameGraph.qml
- \skipto import Qt3D
- \printuntil QtQuick
+ \skipto import QtQuick
+ \printuntil Render 2.0
The code defines a \l FrameGraph entity that has a tree of entities as the
active framegraph:
@@ -157,7 +157,7 @@
\section1 Generating the Shadow Map
In the shadow map generation pass, we must render to an offscreen surface
- (Framebuffer Object) which has a depth texture attachment. In Qt3D, it is
+ (Framebuffer Object) which has a depth texture attachment. In Qt 3D, it is
represented by the RenderTarget entity, which has a number of attachments.
In this example, we need only a depth attachment. We define it as a