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-rw-r--r--examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc12
-rw-r--r--examples/qt3d/wireframe/doc/src/wireframe.qdoc5
2 files changed, 8 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 5d47a4d3e..c2437100d 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
@@ -118,8 +118,8 @@
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:
diff --git a/examples/qt3d/wireframe/doc/src/wireframe.qdoc b/examples/qt3d/wireframe/doc/src/wireframe.qdoc
index 6791f2a3a..a3e9c03ae 100644
--- a/examples/qt3d/wireframe/doc/src/wireframe.qdoc
+++ b/examples/qt3d/wireframe/doc/src/wireframe.qdoc
@@ -81,7 +81,6 @@
named uniform variables:
\skipto Transform
- \printuntil phiRotation
\printuntil }
\section1 Loading Dynamic Per-Vertex Data
@@ -123,8 +122,8 @@
need for animations:
\quotefromfile wireframe/main.qml
- \skipto import Qt3D
- \printuntil QtQuick
+ \skipto import QtQuick
+ \printuntil Render 2.0
We use an \l Entity type as the root type simply to act as a parent for
its children. In this sense, the \l Entity type is much like the \l Item