From 44c743c90cf51eddbf5b0bb3cf957c58fa0ef94f Mon Sep 17 00:00:00 2001 From: Venugopal Shivashankar Date: Tue, 19 Jan 2016 15:30:02 +0100 Subject: Doc: Removed Qt3DCollision namespace and module docs MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Besides that, fixed a few qdoc warnings. Change-Id: Ibaf8fd6ffbb93f3f2bd73fa5fedf06e94f6ac2eb Reviewed-by: Paul Lemire Reviewed-by: Topi Reiniƶ --- examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'examples/qt3d/shadow-map-qml') 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: -- cgit v1.2.3 From edcfa7aada9ff7edceb5808d3a7860256d4b91b7 Mon Sep 17 00:00:00 2001 From: Topi Reinio Date: Fri, 22 Jan 2016 13:17:44 +0100 Subject: Doc: Use 'Qt 3D' instead of Qt3D consistently Change-Id: I91c0d00c0116a05209239da399f4076316a51fc7 Reviewed-by: Sean Harmer --- examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'examples/qt3d/shadow-map-qml') 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 c2437100d..b22ebaf53 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 @@ -111,10 +111,10 @@ \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 @@ -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 -- cgit v1.2.3