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authorFrederik Gladhorn <frederik.gladhorn@digia.com>2012-09-18 20:32:53 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2012-09-21 19:59:06 +0200
commitd16c565ca6a55788435c52ad45647eda67854d80 (patch)
tree17e2c192b412e4959d422c1691e74ad172601ff7 /examples/opengl
parent53373bdd9faf343611796e401805327e6de47586 (diff)
Move opengl/wid/net example docs to proper folders.
Change-Id: I846439a9cf7ad965ed27a00f98dbc4ff97abe73b Reviewed-by: Jerome Pasion <jerome.pasion@digia.com> Reviewed-by: Martin Smith <martin.smith@digia.com>
Diffstat (limited to 'examples/opengl')
-rw-r--r--examples/opengl/doc/images/2dpainting-example.pngbin0 -> 32682 bytes
-rw-r--r--examples/opengl/doc/images/cube.pngbin0 -> 40459 bytes
-rw-r--r--examples/opengl/doc/images/cube_faces.pngbin0 -> 63082 bytes
-rw-r--r--examples/opengl/doc/images/framebufferobject2-example.pngbin0 -> 203754 bytes
-rw-r--r--examples/opengl/doc/images/grabber-example.pngbin0 -> 9893 bytes
-rw-r--r--examples/opengl/doc/images/hellogl-es-example.pngbin0 -> 61110 bytes
-rw-r--r--examples/opengl/doc/images/hellogl-example.pngbin0 -> 9520 bytes
-rw-r--r--examples/opengl/doc/images/overpainting-example.pngbin0 -> 67841 bytes
-rw-r--r--examples/opengl/doc/images/pbuffers-example.pngbin0 -> 192554 bytes
-rw-r--r--examples/opengl/doc/images/pbuffers2-example.pngbin0 -> 176171 bytes
-rw-r--r--examples/opengl/doc/images/samplebuffers-example.pngbin0 -> 16292 bytes
-rw-r--r--examples/opengl/doc/images/textures-example.pngbin0 -> 46640 bytes
-rw-r--r--examples/opengl/doc/src/2dpainting.qdoc210
-rw-r--r--examples/opengl/doc/src/cube.qdoc178
-rw-r--r--examples/opengl/doc/src/framebufferobject2.qdoc37
-rw-r--r--examples/opengl/doc/src/grabber.qdoc35
-rw-r--r--examples/opengl/doc/src/hellogl.qdoc305
-rw-r--r--examples/opengl/doc/src/hellogl_es.qdoc128
-rw-r--r--examples/opengl/doc/src/overpainting.qdoc243
-rw-r--r--examples/opengl/doc/src/pbuffers.qdoc37
-rw-r--r--examples/opengl/doc/src/pbuffers2.qdoc37
-rw-r--r--examples/opengl/doc/src/samplebuffers.qdoc36
-rw-r--r--examples/opengl/doc/src/textures.qdoc36
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diff --git a/examples/opengl/doc/src/2dpainting.qdoc b/examples/opengl/doc/src/2dpainting.qdoc
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@@ -0,0 +1,210 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example 2dpainting
+ \title 2D Painting Example
+
+ The 2D Painting example shows how QPainter and QGLWidget can be used
+ together to display accelerated 2D graphics on supported hardware.
+
+ \image 2dpainting-example.png
+
+ The QPainter class is used to draw 2D graphics primitives onto
+ paint devices provided by QPaintDevice subclasses, such as QWidget
+ and QImage.
+
+ Since QGLWidget is a subclass of QWidget, it is possible
+ to reimplement its \l{QWidget::paintEvent()}{paintEvent()} and use
+ QPainter to draw on the device, just as you would with a QWidget.
+ The only difference is that the painting operations will be accelerated
+ in hardware if it is supported by your system's OpenGL drivers.
+
+ In this example, we perform the same painting operations on a
+ QWidget and a QGLWidget. The QWidget is shown with anti-aliasing
+ enabled, and the QGLWidget will also use anti-aliasing if the
+ required extensions are supported by your system's OpenGL driver.
+
+ \section1 Overview
+
+ To be able to compare the results of painting onto a QGLWidget subclass
+ with native drawing in a QWidget subclass, we want to show both kinds
+ of widget side by side. To do this, we derive subclasses of QWidget and
+ QGLWidget, using a separate \c Helper class to perform the same painting
+ operations for each, and lay them out in a top-level widget, itself
+ provided a the \c Window class.
+
+ \section1 Helper Class Definition
+
+ In this example, the painting operations are performed by a helper class.
+ We do this because we want the same painting operations to be performed
+ for both our QWidget subclass and the QGLWidget subclass.
+
+ The \c Helper class is minimal:
+
+ \snippet 2dpainting/helper.h 0
+
+ Apart from the constructor, it only provides a \c paint() function to paint
+ using a painter supplied by one of our widget subclasses.
+
+ \section1 Helper Class Implementation
+
+ The constructor of the class sets up the resources it needs to paint
+ content onto a widget:
+
+ \snippet 2dpainting/helper.cpp 0
+
+ The actual painting is performed in the \c paint() function. This takes
+ a QPainter that has already been set up to paint onto a paint device
+ (either a QWidget or a QGLWidget), a QPaintEvent that provides information
+ about the region to be painted, and a measure of the elapsed time (in
+ milliseconds) since the paint device was last updated.
+
+ \snippet 2dpainting/helper.cpp 1
+
+ We begin painting by filling in the region contained in the paint event
+ before translating the origin of the coordinate system so that the rest
+ of the painting operations will be displaced towards the center of the
+ paint device.
+
+ We draw a spiral pattern of circles, using the elapsed time specified to
+ animate them so that they appear to move outward and around the coordinate
+ system's origin:
+
+ \snippet 2dpainting/helper.cpp 2
+
+ Since the coordinate system is rotated many times during
+ this process, we \l{QPainter::save()}{save()} the QPainter's state
+ beforehand and \l{QPainter::restore()}{restore()} it afterwards.
+
+ \snippet 2dpainting/helper.cpp 3
+
+ We draw some text at the origin to complete the effect.
+
+ \section1 Widget Class Definition
+
+ The \c Widget class provides a basic custom widget that we use to
+ display the simple animation painted by the \c Helper class.
+
+ \snippet 2dpainting/widget.h 0
+
+ Apart from the constructor, it only contains a
+ \l{QWidget::paintEvent()}{paintEvent()} function, that lets us draw
+ customized content, and a slot that is used to animate its contents.
+ One member variable keeps track of the \c Helper that the widget uses
+ to paint its contents, and the other records the elapsed time since
+ it was last updated.
+
+ \section1 Widget Class Implementation
+
+ The constructor only initializes the member variables, storing the
+ \c Helper object supplied and calling the base class's constructor,
+ and enforces a fixed size for the widget:
+
+ \snippet 2dpainting/widget.cpp 0
+
+ The \c animate() slot is called whenever a timer, which we define later, times
+ out:
+
+ \snippet 2dpainting/widget.cpp 1
+
+ Here, we determine the interval that has elapsed since the timer last
+ timed out, and we add it to any existing value before repainting the
+ widget. Since the animation used in the \c Helper class loops every second,
+ we can use the modulo operator to ensure that the \c elapsed variable is
+ always less than 1000.
+
+ Since the \c Helper class does all of the actual painting, we only have
+ to implement a paint event that sets up a QPainter for the widget and calls
+ the helper's \c paint() function:
+
+ \snippet 2dpainting/widget.cpp 2
+
+ \section1 GLWidget Class Definition
+
+ The \c GLWidget class definition is basically the same as the \c Widget
+ class except that it is derived from QGLWidget.
+
+ \snippet 2dpainting/glwidget.h 0
+
+ Again, the member variables record the \c Helper used to paint the
+ widget and the elapsed time since the previous update.
+
+ \section1 GLWidget Class Implementation
+
+ The constructor differs a little from the \c Widget class's constructor:
+
+ \snippet 2dpainting/glwidget.cpp 0
+
+ As well as initializing the \c elapsed member variable and storing the
+ \c Helper object used to paint the widget, the base class's constructor
+ is called with the format that specifies the \l QGL::SampleBuffers flag.
+ This enables anti-aliasing if it is supported by your system's OpenGL
+ driver.
+
+ The \c animate() slot is exactly the same as that provided by the \c Widget
+ class:
+
+ \snippet 2dpainting/glwidget.cpp 1
+
+ The \c paintEvent() is almost the same as that found in the \c Widget class:
+
+ \snippet 2dpainting/glwidget.cpp 2
+
+ Since anti-aliasing will be enabled if available, we only need to set up
+ a QPainter on the widget and call the helper's \c paint() function to display
+ the widget's contents.
+
+ \section1 Window Class Definition
+
+ The \c Window class has a basic, minimal definition:
+
+ \snippet 2dpainting/window.h 0
+
+ It contains a single \c Helper object that will be shared between all
+ widgets.
+
+ \section1 Window Class Implementation
+
+ The constructor does all the work, creating a widget of each type and
+ inserting them with labels into a layout:
+
+ \snippet 2dpainting/window.cpp 0
+
+ A timer with a 50 millisecond time out is constructed for animation purposes,
+ and connected to the \c animate() slots of the \c Widget and \c GLWidget objects.
+ Once started, the widgets should be updated at around 20 frames per second.
+
+ \section1 Running the Example
+
+ The example shows the same painting operations performed at the same time
+ in a \c Widget and a \c GLWidget. The quality and speed of rendering in the
+ \c GLWidget depends on the level of support for multisampling and hardware
+ acceleration that your system's OpenGL driver provides. If support for either
+ of these is lacking, the driver may fall back on a software renderer that
+ may trade quality for speed.
+*/
diff --git a/examples/opengl/doc/src/cube.qdoc b/examples/opengl/doc/src/cube.qdoc
new file mode 100644
index 0000000000..578c0c9ef9
--- /dev/null
+++ b/examples/opengl/doc/src/cube.qdoc
@@ -0,0 +1,178 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example cube
+ \group all-examples
+ \title Cube OpenGL ES 2.0 example
+
+ The Cube OpenGL ES 2.0 example shows how to write mouse rotateable
+ textured 3D cube using OpenGL ES 2.0 with Qt. It shows how to handle
+ polygon geometries efficiently and how to write simple vertex and
+ fragment shader for programmable graphics pipeline. In addition it
+ shows how to use quaternions for representing 3D object orientation.
+
+ This example has been written for OpenGL ES 2.0 but it works also on
+ desktop OpenGL because this example is simple enough and for the
+ most parts desktop OpenGL API is same. It compiles also without OpenGL
+ support but then it just shows a label stating that OpenGL support is
+ required.
+
+ \image cube.png Screenshot of the Cube example running on N900
+
+ The example consist of two classes:
+
+ \list
+ \li \c MainWidget extends QGLWidget and contains OpenGL ES 2.0
+ initialization and drawing and mouse and timer event handling
+ \li \c GeometryEngine handles polygon geometries. Transfers polygon geometry
+ to vertex buffer objects and draws geometries from vertex buffer objects.
+ \endlist
+
+ We'll start by initializing OpenGL ES 2.0 in \c MainWidget.
+
+ \tableofcontents
+
+ \section1 Initializing OpenGL ES 2.0
+
+ Since OpenGL ES 2.0 doesn't support fixed graphics pipeline anymore it has to
+ be implemented by ourselves. This makes graphics pipeline very flexible but
+ in the same time it becomes more difficult because user has to implement graphics
+ pipeline to get even the simplest example running. It also makes graphics pipeline
+ more efficient because user can decide what kind of pipeline is needed for the
+ application.
+
+ First we have to implement vertex shader. It gets vertex data and
+ model-view-projection matrix (MVP) as parameters. It transforms vertex position
+ using MVP matrix to screen space and passes texture coordinate to
+ fragment shader. Texture coordinate will be automatically interpolated on polygon
+ faces.
+
+ \snippet cube/vshader.glsl 0
+
+ After that we need to implement second part of the graphics pipeline - fragment
+ shader. For this exercise we need to implement fragment shader that handles
+ texturing. It gets interpolated texture coordinate as a parameter and looks up
+ fragment color from the given texture.
+
+ \snippet cube/fshader.glsl 0
+
+ Using \c QGLShaderProgram we can compile, link and bind shader code to
+ graphics pipeline. This code uses Qt Resource files to access shader source code.
+
+ \snippet cube/mainwidget.cpp 3
+
+ The following code enables depth buffering and back face culling.
+
+ \snippet cube/mainwidget.cpp 2
+
+ \section1 Loading textures from Qt Resource files
+
+ \c QGLWidget interface implements methods for loading textures from QImage to GL
+ texture memory. We still need to use OpenGL provided functions for specifying
+ the GL texture unit and configuring texture filtering options.
+
+ \snippet cube/mainwidget.cpp 4
+
+ \section1 Cube Geometry
+
+ There are many ways to render polygons in OpenGL but the most efficient way is
+ to use only triangle strip primitives and render vertices from graphics hardware
+ memory. OpenGL has a mechanism to create buffer objects to this memory area and
+ transfer vertex data to these buffers. In OpenGL terminology these are referred
+ as Vertex Buffer Objects (VBO).
+
+ \image cube_faces.png Cube faces and vertices
+
+ This is how cube faces break down to triangles. Vertices are ordered this way
+ to get vertex ordering correct using triangle strips. OpenGL determines triangle
+ front and back face based on vertex ordering. By default OpenGL uses
+ counter-clockwise order for front faces. This information is used by back face
+ culling which improves rendering performance by not rendering back faces of the
+ triangles. This way graphics pipeline can omit rendering sides of the triangle that
+ aren't facing towards screen.
+
+ Creating vertex buffer objects and transferring data to them is quite simple using
+ OpenGL provided functions.
+
+ \snippet cube/geometryengine.cpp 0
+
+ \snippet cube/geometryengine.cpp 1
+
+ Drawing primitives from VBOs and telling programmable graphics pipeline how to
+ locate vertex data requires few steps. First we need to bind VBOs to be used.
+ After that we bind shader program attribute names and configure what
+ kind of data it has in the bound VBO. Finally we'll draw triangle
+ strip primitives using indices from the other VBO.
+
+ \snippet cube/geometryengine.cpp 2
+
+ \section1 Perspective projection
+
+ Using \c QMatrix4x4 helper methods it's really easy to calculate perpective
+ projection matrix. This matrix is used to project vertices to screen space.
+
+ \snippet cube/mainwidget.cpp 5
+
+ \section1 Orientation of the 3D object
+
+ Quaternions are handy way to represent orientation of the 3D object. Quaternions
+ involve quite complex mathematics but fortunately all the necessary mathematics
+ behind quaternions is implemented in \c QQuaternion. That allows us to store
+ cube orientation in quaternion and rotating cube around given axis is quite
+ simple.
+
+ The following code calculates rotation axis and angular speed based on mouse events.
+
+ \snippet cube/mainwidget.cpp 0
+
+ \c QBasicTimer is used to animate scene and update cube orientation. Rotations
+ can be concatenated simply by multiplying quaternions.
+
+ \snippet cube/mainwidget.cpp 1
+
+ Model-view matrix is calculated using the quaternion and by moving world by Z axis.
+ This matrix is multiplied with the projection matrix to get MVP matrix for shader
+ program.
+
+ \snippet cube/mainwidget.cpp 6
+
+*/
diff --git a/examples/opengl/doc/src/framebufferobject2.qdoc b/examples/opengl/doc/src/framebufferobject2.qdoc
new file mode 100644
index 0000000000..44b6fc6018
--- /dev/null
+++ b/examples/opengl/doc/src/framebufferobject2.qdoc
@@ -0,0 +1,37 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example framebufferobject2
+ \title Framebuffer Object 2 Example
+
+ The Framebuffer Object 2 example demonstrates how to use the
+ QGLFramebufferObject class to render into an off-screen buffer and
+ use the contents as a texture in a QGLWidget.
+
+ \image framebufferobject2-example.png
+*/
diff --git a/examples/opengl/doc/src/grabber.qdoc b/examples/opengl/doc/src/grabber.qdoc
new file mode 100644
index 0000000000..12e1483c9a
--- /dev/null
+++ b/examples/opengl/doc/src/grabber.qdoc
@@ -0,0 +1,35 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example grabber
+ \title Grabber Example
+
+ The Grabber examples shows how to retrieve the contents of an OpenGL framebuffer.
+
+ \image grabber-example.png
+*/
diff --git a/examples/opengl/doc/src/hellogl.qdoc b/examples/opengl/doc/src/hellogl.qdoc
new file mode 100644
index 0000000000..2f866a3642
--- /dev/null
+++ b/examples/opengl/doc/src/hellogl.qdoc
@@ -0,0 +1,305 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example hellogl
+ \title Hello GL Example
+
+ The Hello GL example demonstrates the basic use of the OpenGL-related classes
+ provided with Qt.
+
+ \image hellogl-example.png
+
+ Qt provides the QGLWidget class to enable OpenGL graphics to be rendered within
+ a standard application user interface. By subclassing this class, and providing
+ reimplementations of event handler functions, 3D scenes can be displayed on
+ widgets that can be placed in layouts, connected to other objects using signals
+ and slots, and manipulated like any other widget.
+
+ \tableofcontents
+
+ \section1 GLWidget Class Definition
+
+ The \c GLWidget class contains some standard public definitions for the
+ constructor, destructor, \l{QWidget::sizeHint()}{sizeHint()}, and
+ \l{QWidget::minimumSizeHint()}{minimumSizeHint()} functions:
+
+ \snippet hellogl/glwidget.h 0
+
+ We use a destructor to ensure that any OpenGL-specific data structures
+ are deleted when the widget is no longer needed (although in this case nothing
+ needs cleaning up).
+
+ \snippet hellogl/glwidget.h 1
+
+ The signals and slots are used to allow other objects to interact with the
+ 3D scene.
+
+ \snippet hellogl/glwidget.h 2
+
+ OpenGL initialization, viewport resizing, and painting are handled by
+ reimplementing the QGLWidget::initializeGL(), QGLWidget::resizeGL(), and
+ QGLWidget::paintGL() handler functions. To enable the user to interact
+ directly with the scene using the mouse, we reimplement
+ QWidget::mousePressEvent() and QWidget::mouseMoveEvent().
+
+ \snippet hellogl/glwidget.h 3
+
+ The rest of the class contains utility functions and variables that are
+ used to construct and hold orientation information for the scene. The
+ \c logo variable will be used to hold a pointer to the QtLogo object which
+ contains all the geometry.
+
+ \section1 GLWidget Class Implementation
+
+ In this example, we split the class into groups of functions and describe
+ them separately. This helps to illustrate the differences between subclasses
+ of native widgets (such as QWidget and QFrame) and QGLWidget subclasses.
+
+ \section2 Widget Construction and Sizing
+
+ The constructor provides default rotation angles for the scene, sets
+ the pointer to the QtLogo object to null, and sets up some colors for
+ later use.
+
+ \snippet hellogl/glwidget.cpp 0
+
+ We also implement a destructor to release OpenGL-related resources when the
+ widget is deleted:
+
+ \snippet hellogl/glwidget.cpp 1
+
+ In this case nothing requires cleaning up.
+
+ We provide size hint functions to ensure that the widget is shown at a
+ reasonable size:
+
+ \snippet hellogl/glwidget.cpp 2
+ \codeline
+ \snippet hellogl/glwidget.cpp 3
+ \snippet hellogl/glwidget.cpp 4
+
+ The widget provides three slots that enable other components in the
+ example to change the orientation of the scene:
+
+ \snippet hellogl/glwidget.cpp 5
+
+ In the above slot, the \c xRot variable is updated only if the new angle
+ is different to the old one, the \c xRotationChanged() signal is emitted to
+ allow other components to be updated, and the widget's
+ \l{QGLWidget::updateGL()}{updateGL()} handler function is called.
+
+ The \c setYRotation() and \c setZRotation() slots perform the same task for
+ rotations measured by the \c yRot and \c zRot variables.
+
+ \section2 OpenGL Initialization
+
+ The \l{QGLWidget::initializeGL()}{initializeGL()} function is used to
+ perform useful initialization tasks that are needed to render the 3D scene.
+ These often involve defining colors and materials, enabling and disabling
+ certain rendering flags, and setting other properties used to customize the
+ rendering process.
+
+ \snippet hellogl/glwidget.cpp 6
+
+ In this example, we reimplement the function to set the background color,
+ create a QtLogo object instance which will contain all the geometry to
+ display, and set up the rendering process to use a particular shading model
+ and rendering flags.
+
+ \section2 Resizing the Viewport
+
+ The \l{QGLWidget::resizeGL()}{resizeGL()} function is used to ensure that
+ the OpenGL implementation renders the scene onto a viewport that matches the
+ size of the widget, using the correct transformation from 3D coordinates to
+ 2D viewport coordinates.
+
+ The function is called whenever the widget's dimensions change, and is
+ supplied with the new width and height. Here, we define a square viewport
+ based on the length of the smallest side of the widget to ensure that
+ the scene is not distorted if the widget has sides of unequal length:
+
+ \snippet hellogl/glwidget.cpp 8
+
+ A discussion of the projection transformation used is outside the scope of
+ this example. Please consult the OpenGL reference documentation for an
+ explanation of projection matrices.
+
+ \section2 Painting the Scene
+
+ The \l{QGLWidget::paintGL()}{paintGL()} function is used to paint the
+ contents of the scene onto the widget. For widgets that only need to be
+ decorated with pure OpenGL content, we reimplement QGLWidget::paintGL()
+ \e instead of reimplementing QWidget::paintEvent():
+
+ \snippet hellogl/glwidget.cpp 7
+
+ In this example, we clear the widget using the background color that
+ we defined in the \l{QGLWidget::initializeGL()}{initializeGL()} function,
+ set up the frame of reference for the geometry we want to display, and
+ call the draw method of the QtLogo object to render the scene.
+
+ \section2 Mouse Handling
+
+ Just as in subclasses of native widgets, mouse events are handled by
+ reimplementing functions such as QWidget::mousePressEvent() and
+ QWidget::mouseMoveEvent().
+
+ The \l{QWidget::mousePressEvent()}{mousePressEvent()} function simply
+ records the position of the mouse when a button is initially pressed:
+
+ \snippet hellogl/glwidget.cpp 9
+
+ The \l{QWidget::mouseMoveEvent()}{mouseMoveEvent()} function uses the
+ previous location of the mouse cursor to determine how much the object
+ in the scene should be rotated, and in which direction:
+
+ \snippet hellogl/glwidget.cpp 10
+
+ Since the user is expected to hold down the mouse button and drag the
+ cursor to rotate the object, the cursor's position is updated every time
+ a move event is received.
+
+ \section1 QtLogo Class
+
+ This class encapsulates the OpenGL geometry data which will be rendered
+ in the basic 3D scene.
+
+ \snippet shared/qtlogo.h 0
+
+ The geometry is divided into a list of parts which may be rendered in
+ different ways. The data itself is contained in a Geometry structure that
+ includes the vertices, their lighting normals and index values which
+ point into the vertices, grouping them into faces.
+
+ \snippet shared/qtlogo.cpp 0
+
+ The data in the Geometry class is stored in QVector<QVector3D> members
+ which are convenient for use with OpenGL because they expose raw
+ contiguous floating point values via the constData() method. Methods
+ are included for adding new vertex data, either with smooth normals, or
+ facetted normals; and for enabling the geometry ready for rendering.
+
+ \snippet shared/qtlogo.cpp 1
+
+ The higher level Patch class has methods for accumulating the geometry
+ one face at a time, and treating collections of faces or "patches" with
+ transformations, applying different colors or smoothing. Although faces
+ may be added as triangles or quads, at the OpenGL level all data is
+ treated as triangles for compatibility with OpenGL/ES.
+
+ \snippet shared/qtlogo.cpp 2
+
+ Drawing a Patch is simply acheived by applying any transformation,
+ and material effect, then drawing the data using the index range for
+ the patch. The model-view matrix is saved and then restored so that
+ any transformation does not affect other parts of the scene.
+
+ \snippet shared/qtlogo.cpp 3
+
+ The geometry is built once on construction of the QtLogo, and it is
+ paramaterized on a number of divisions - which controls how "chunky" the
+ curved section of the logo looks - and on a scale, so larger and smaller
+ QtLogo objects can be created without having to use OpenGL scaling
+ (which would force normal recalculation).
+
+ The building process is done by helper classes (read the source for full
+ details) which only exist during the build phase, to assemble the parts
+ of the scene.
+
+ \snippet shared/qtlogo.cpp 4
+
+ Finally the complete QtLogo scene is simply drawn by enabling the data arrays
+ and then iterating over the parts, calling draw() on each one.
+
+ \section1 Window Class Definition
+
+ The \c Window class is used as a container for the \c GLWidget used to
+ display the scene:
+
+ \snippet hellogl/window.h 0
+
+ In addition, it contains sliders that are used to change the orientation
+ of the object in the scene.
+
+ \section1 Window Class Implementation
+
+ The constructor constructs an instance of the \c GLWidget class and some
+ sliders to manipulate its contents.
+
+ \snippet hellogl/window.cpp 0
+
+ We connect the \l{QAbstractSlider::valueChanged()}{valueChanged()} signal
+ from each of the sliders to the appropriate slots in \c{glWidget}.
+ This allows the user to change the orientation of the object by dragging
+ the sliders.
+
+ We also connect the \c xRotationChanged(), \c yRotationChanged(), and
+ \c zRotationChanged() signals from \c glWidget to the
+ \l{QAbstractSlider::setValue()}{setValue()} slots in the
+ corresponding sliders.
+
+ \snippet hellogl/window.cpp 1
+
+ The sliders are placed horizontally in a layout alongside the \c GLWidget,
+ and initialized with suitable default values.
+
+ The \c createSlider() utility function constructs a QSlider, and ensures
+ that it is set up with a suitable range, step value, tick interval, and
+ page step value before returning it to the calling function:
+
+ \snippet hellogl/window.cpp 2
+
+ \section1 Summary
+
+ The \c GLWidget class implementation shows how to subclass QGLWidget for
+ the purposes of rendering a 3D scene using OpenGL calls. Since QGLWidget
+ is a subclass of QWidget, subclasses of QGLWidget can be placed in layouts
+ and provided with interactive features just like normal custom widgets.
+
+ We ensure that the widget is able to correctly render the scene using OpenGL
+ by reimplementing the following functions:
+
+ \list
+ \li QGLWidget::initializeGL() sets up resources needed by the OpenGL implementation
+ to render the scene.
+ \li QGLWidget::resizeGL() resizes the viewport so that the rendered scene fits onto
+ the widget, and sets up a projection matrix to map 3D coordinates to 2D viewport
+ coordinates.
+ \li QGLWidget::paintGL() performs painting operations using OpenGL calls.
+ \endlist
+
+ Since QGLWidget is a subclass of QWidget, it can also be used
+ as a normal paint device, allowing 2D graphics to be drawn with QPainter.
+ This use of QGLWidget is discussed in the \l{2D Painting Example}{2D Painting}
+ example.
+
+ More advanced users may want to paint over parts of a scene rendered using
+ OpenGL. QGLWidget allows pure OpenGL rendering to be mixed with QPainter
+ calls, but care must be taken to maintain the state of the OpenGL implementation.
+ See the \l{Overpainting Example}{Overpainting} example for more information.
+*/
diff --git a/examples/opengl/doc/src/hellogl_es.qdoc b/examples/opengl/doc/src/hellogl_es.qdoc
new file mode 100644
index 0000000000..8764eda4d6
--- /dev/null
+++ b/examples/opengl/doc/src/hellogl_es.qdoc
@@ -0,0 +1,128 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example hellogl_es
+ \title Hello GL ES Example
+
+ The Hello GL ES example is the \l{Hello GL Example} ported to OpenGL ES.
+ It also included some effects from the OpenGL \l{Overpainting Example}.
+
+ \image hellogl-es-example.png
+
+ A complete introduction to OpenGL ES and a description of all differences
+ between OpenGL and OpenGL ES is out of the scope of this document; but
+ we will describe some of the major issues and differences.
+
+ Since Hello GL ES is a direct port of standard OpenGL code, it is a fairly
+ good example for porting OpenGL code to OpenGL ES.
+
+ \tableofcontents
+
+ \section1 Using QGLWidget
+
+ QGLWidget can be used for OpenGL ES similar to the way it is used with
+ standard OpenGL; but there are some differences. We use EGL 1.0 to embedd
+ the OpenGL ES window within the native window manager. In
+ QGLWidget::initializeGL() we initialize OpenGL ES.
+
+ \section1 Porting OpenGL to OpenGL ES
+
+ Since OpenGL ES is missing the immediate mode and does not support quads,
+ we have to create triangle arrays.
+
+ We create a quad by adding vertices to a QList of vertices. We create both
+ sides of the quad and hardcode a distance of 0.05f. We also compute the
+ correct normal for each face and store them in another QList.
+
+ \snippet hellogl_es/glwidget.cpp 0
+
+ And then we convert the complete list of vertexes and the list of normals
+ into the native OpenGL ES format that we can use with the OpenGL ES API.
+
+ \snippet hellogl_es/glwidget.cpp 1
+
+ In \c paintQtLogo() we draw the triangle array using OpenGL ES. We use
+ q_vertexTypeEnum to abstract the fact that our vertex and normal arrays
+ are either in float or in fixed point format.
+
+ \snippet hellogl_es/glwidget.cpp 2
+
+ \section1 Using QGLPainter
+
+ Since the \c QGLPainter is slower for OpenGL ES we paint the bubbles with
+ the rasterizer and cache them in a QImage. This happends only once during
+ the initialiazation.
+
+ \snippet hellogl_es/bubble.cpp 0
+
+ For each bubble this QImage is then drawn to the QGLWidget by using the
+ according QPainter with transparency enabled.
+
+ \snippet hellogl_es/bubble.cpp 1
+
+ Another difference beetwen OpenGL and OpenGL ES is that OpenGL ES does not
+ support glPushAttrib(GL_ALL_ATTRIB_BITS). So we have to restore all the
+ OpenGL states ourselves, after we created the QPainter in
+ GLWidget::paintGL().
+
+ \snippet hellogl_es/glwidget.cpp 3
+
+ Setting up up the model view matrix and setting the right OpenGL states is
+ done in the same way as for standard OpenGL.
+
+ \snippet hellogl_es/glwidget.cpp 4
+
+ Now we have to restore the OpenGL state for the QPainter. This is not done
+ automatically for OpenGL ES.
+
+ \snippet hellogl_es/glwidget.cpp 5
+
+ Now we use the QPainter to draw the transparent bubbles.
+
+ \snippet hellogl_es/glwidget.cpp 6
+
+ In the end, we calculate the framerate and display it using the QPainter
+ again.
+
+ \snippet hellogl_es/glwidget.cpp 7
+
+ After we finished all the drawing operations we swap the screen buffer.
+
+ \snippet hellogl_es/glwidget.cpp 8
+
+ \section1 Summary
+
+ Similar to the \l{Hello GL Example}, we subclass QGLWidget to render
+ a 3D scene using OpenGL ES calls. QGLWidget is a subclass of QWidget.
+ Hence, its \l{QGLWidget}'s subclasses can be placed in layouts and
+ provided with interactive features just like normal custom widgets.
+
+ QGLWidget allows pure OpenGL ES rendering to be mixed with QPainter calls,
+ but care must be taken to maintain the state of the OpenGL ES
+ implementation.
+*/
diff --git a/examples/opengl/doc/src/overpainting.qdoc b/examples/opengl/doc/src/overpainting.qdoc
new file mode 100644
index 0000000000..e24af4c3ca
--- /dev/null
+++ b/examples/opengl/doc/src/overpainting.qdoc
@@ -0,0 +1,243 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example overpainting
+ \title Overpainting Example
+
+ The Overpainting example shows how QPainter can be used
+ to overpaint a scene rendered using OpenGL in a QGLWidget.
+
+ \image overpainting-example.png
+
+ QGLWidget provides a widget with integrated OpenGL graphics support
+ that enables 3D graphics to be displayed using normal OpenGL calls,
+ yet also behaves like any other standard Qt widget with support for
+ signals and slots, properties, and Qt's action system.
+
+ Usually, QGLWidget is subclassed to display a pure 3D scene. The
+ developer reimplements \l{QGLWidget::initializeGL()}{initializeGL()}
+ to initialize any required resources, \l{QGLWidget::resizeGL()}{resizeGL()}
+ to set up the projection and viewport, and
+ \l{QGLWidget::paintGL()}{paintGL()} to perform the OpenGL calls needed
+ to render the scene. However, it is possible to subclass QGLWidget
+ differently to allow 2D graphics, drawn using QPainter, to be
+ painted over a scene rendered using OpenGL.
+
+ In this example, we demonstrate how this is done by reusing the code
+ from the \l{Hello GL Example}{Hello GL} example to provide a 3D scene,
+ and painting over it with some translucent 2D graphics. Instead of
+ examining each class in detail, we only cover the parts of the
+ \c GLWidget class that enable overpainting, and provide more detailed
+ discussion in the final section of this document.
+
+ \section1 GLWidget Class Definition
+
+ The \c GLWidget class is a subclass of QGLWidget, based on the one used
+ in the \l{Hello GL Example}{Hello GL} example. Rather than describe the
+ class as a whole, we show the first few lines of the class and only
+ discuss the changes we have made to the rest of it:
+
+ \snippet overpainting/glwidget.h 0
+ \dots
+ \snippet overpainting/glwidget.h 1
+ \dots
+ \snippet overpainting/glwidget.h 4
+
+ As usual, the widget uses \l{QGLWidget::initializeGL()}{initializeGL()}
+ to set up geometry for our scene and perform OpenGL initialization tasks.
+ The \l{QGLWidget::resizeGL()}{resizeGL()} function is used to ensure that
+ the 3D graphics in the scene are transformed correctly to the 2D viewport
+ displayed in the widget.
+
+ Instead of implementing \l{QGLWidget::paintGL()}{paintGL()} to handle updates
+ to the widget, we implement a normal QWidget::paintEvent(). This
+ allows us to mix OpenGL calls and QPainter operations in a controlled way.
+
+ In this example, we also implement QWidget::showEvent() to help with the
+ initialization of the 2D graphics used.
+
+ The new private member functions and variables relate exclusively to the
+ 2D graphics and animation. The \c animate() slot is called periodically by the
+ \c animationTimer to update the widget; the \c createBubbles() function
+ initializes the \c bubbles list with instances of a helper class used to
+ draw the animation; the \c drawInstructions() function is responsible for
+ a semi-transparent message that is also overpainted onto the OpenGL scene.
+
+ \section1 GLWidget Class Implementation
+
+ Again, we only show the parts of the \c GLWidget implementation that are
+ relevant to this example. In the constructor, we initialize a QTimer to
+ control the animation:
+
+ \snippet overpainting/glwidget.cpp 0
+
+ We turn off the widget's \l{QWidget::autoFillBackground}{autoFillBackground} property to
+ instruct OpenGL not to paint a background for the widget when
+ \l{QPainter::begin()}{QPainter::begin()} is called.
+
+ As in the \l{Hello GL Example}{Hello GL} example, the destructor is responsible
+ for freeing any OpenGL-related resources:
+
+ \snippet overpainting/glwidget.cpp 1
+
+ The \c initializeGL() function is fairly minimal, only setting up the QtLogo
+ object used in the scene. See the \l{Hello GL Example}{Hello GL} example
+ for details of the QtLogo class.
+
+ \snippet overpainting/glwidget.cpp 2
+
+ To cooperate fully with QPainter, we defer matrix stack operations and attribute
+ initialization until the widget needs to be updated.
+
+ In this example, we implement \l{QWidget::paintEvent()}{paintEvent()} rather
+ than \l{QGLWidget::paintGL()}{paintGL()} to render
+ our scene. When drawing on a QGLWidget, the paint engine used by QPainter
+ performs certain operations that change the states of the OpenGL
+ implementation's matrix and property stacks. Therefore, it is necessary to
+ make all the OpenGL calls to display the 3D graphics before we construct
+ a QPainter to draw the 2D overlay.
+
+ We render a 3D scene by setting up model and projection transformations
+ and other attributes. We use an OpenGL stack operation to preserve the
+ original matrix state, allowing us to recover it later:
+
+ \snippet overpainting/glwidget.cpp 4
+
+ We define a color to use for the widget's background, and set up various
+ attributes that define how the scene will be rendered.
+
+ \snippet overpainting/glwidget.cpp 6
+
+ We call the \c setupViewport() private function to set up the
+ projection used for the scene. This is unnecessary in OpenGL
+ examples that implement the \l{QGLWidget::paintGL()}{paintGL()}
+ function because the matrix stacks are usually unmodified between
+ calls to \l{QGLWidget::resizeGL()}{resizeGL()} and
+ \l{QGLWidget::paintGL()}{paintGL()}.
+
+ Since the widget's background is not drawn by the system or by Qt, we use
+ an OpenGL call to paint it before positioning the object defined earlier
+ in the scene:
+
+ \snippet overpainting/glwidget.cpp 7
+
+ Once the QtLogo object's draw method has been executed, the GL
+ states we changed and the matrix stack needs to be restored to its
+ original state at the start of this function before we can begin
+ overpainting:
+
+ \snippet overpainting/glwidget.cpp 8
+
+ With the 3D graphics done, we construct a QPainter for use on the widget
+ and simply overpaint the widget with 2D graphics; in this case, using a
+ helper class to draw a number of translucent bubbles onto the widget,
+ and calling \c drawInstructions() to overlay some instructions:
+
+ \snippet overpainting/glwidget.cpp 10
+
+ When QPainter::end() is called, suitable OpenGL-specific calls are made to
+ write the scene, and its additional contents, onto the widget.
+
+ With \l{QGLWidget::paintGL()}{paintGL()} the
+ \l{QGLWidget::swapBuffers()}{swapBuffers()} call is done for us. But an explicit
+ call to swapBuffers() is still not required because in the
+ \l{QWidget::paintEvent()}{paintEvent()} method the QPainter on the OpenGL
+ widget takes care of this for us.
+
+ The implementation of the \l{QGLWidget::resizeGL()}{resizeGL()} function
+ sets up the dimensions of the viewport and defines a projection
+ transformation:
+
+ \snippet overpainting/glwidget.cpp 11
+
+ Ideally, we want to arrange the 2D graphics to suit the widget's dimensions.
+ To achieve this, we implement the \l{QWidget::showEvent()}{showEvent()} handler,
+ creating new graphic elements (bubbles) if necessary at appropriate positions
+ in the widget.
+
+ \snippet overpainting/glwidget.cpp 12
+
+ This function only has an effect if less than 20 bubbles have already been
+ created.
+
+ The \c animate() slot is called every time the widget's \c animationTimer emits
+ the \l{QTimer::timeout()}{timeout()} signal. This keeps the bubbles moving
+ around.
+
+ \snippet overpainting/glwidget.cpp 13
+
+ We simply iterate over the bubbles in the \c bubbles list, updating the
+ widget before and after each of them is moved.
+
+ The \c setupViewport() function is called from \c paintEvent()
+ and \c resizeGL().
+
+ \snippet overpainting/glwidget.cpp 14
+
+ The \c drawInstructions() function is used to prepare some basic
+ instructions that will be painted with the other 2D graphics over
+ the 3D scene.
+
+ \snippet overpainting/glwidget.cpp 15
+
+ \section1 Summary
+
+ When overpainting 2D content onto 3D content, we need to use a QPainter
+ \e and make OpenGL calls to achieve the desired effect. Since QPainter
+ itself uses OpenGL calls when used on a QGLWidget subclass, we need to
+ preserve the state of various OpenGL stacks when we perform our own
+ calls, using the following approach:
+
+ \list
+ \li Reimplement QGLWidget::initializeGL(), but only perform minimal
+ initialization. QPainter will perform its own initialization
+ routines, modifying the matrix and property stacks, so it is better
+ to defer certain initialization tasks until just before you render
+ the 3D scene.
+ \li Reimplement QGLWidget::resizeGL() as in the pure 3D case.
+ \li Reimplement QWidget::paintEvent() to draw both 2D and 3D graphics.
+ \endlist
+
+ The \l{QWidget::paintEvent()}{paintEvent()} implementation performs the
+ following tasks:
+
+ \list
+ \li Push the current OpenGL modelview matrix onto a stack.
+ \li Perform initialization tasks usually done in the
+ \l{QGLWidget::initializeGL()}{initializeGL()} function.
+ \li Perform code that would normally be located in the widget's
+ \l{QGLWidget::resizeGL()}{resizeGL()} function to set the correct
+ perspective transformation and set up the viewport.
+ \li Render the scene using OpenGL calls.
+ \li Pop the OpenGL modelview matrix off the stack.
+ \li Construct a QPainter object.
+ \li Initialize it for use on the widget with the QPainter::begin() function.
+ \li Draw primitives using QPainter's member functions.
+ \li Call QPainter::end() to finish painting.
+ \endlist
+*/
diff --git a/examples/opengl/doc/src/pbuffers.qdoc b/examples/opengl/doc/src/pbuffers.qdoc
new file mode 100644
index 0000000000..baa657e14e
--- /dev/null
+++ b/examples/opengl/doc/src/pbuffers.qdoc
@@ -0,0 +1,37 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example pbuffers
+ \title Pixel Buffers Example
+
+ The Pixel Buffers example demonstrates how to use the
+ QGLPixelBuffer class to render into an off-screen buffer and use
+ the contents as a dynamic texture in a QGLWidget.
+
+ \image pbuffers-example.png
+*/
diff --git a/examples/opengl/doc/src/pbuffers2.qdoc b/examples/opengl/doc/src/pbuffers2.qdoc
new file mode 100644
index 0000000000..efa53b06cc
--- /dev/null
+++ b/examples/opengl/doc/src/pbuffers2.qdoc
@@ -0,0 +1,37 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example pbuffers2
+ \title Pixel Buffers 2 Example
+
+ The Pixel Buffers 2 example demonstrates how to use the
+ QGLPixelBuffer class to render into an off-screen buffer and use
+ the contents as a dynamic texture in a QGLWidget.
+
+ \image pbuffers2-example.png
+*/
diff --git a/examples/opengl/doc/src/samplebuffers.qdoc b/examples/opengl/doc/src/samplebuffers.qdoc
new file mode 100644
index 0000000000..93d8b54b4a
--- /dev/null
+++ b/examples/opengl/doc/src/samplebuffers.qdoc
@@ -0,0 +1,36 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example samplebuffers
+ \title Sample Buffers Example
+
+ The Sample Buffers example demonstrates how to use and enable
+ sample buffers in a QGLWidget.
+
+ \image samplebuffers-example.png
+*/
diff --git a/examples/opengl/doc/src/textures.qdoc b/examples/opengl/doc/src/textures.qdoc
new file mode 100644
index 0000000000..b7e694239d
--- /dev/null
+++ b/examples/opengl/doc/src/textures.qdoc
@@ -0,0 +1,36 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example textures
+ \title Textures Example
+
+ The Textures example demonstrates the use of Qt's image classes as textures in
+ applications that use both OpenGL and Qt to display graphics.
+
+ \image textures-example.png
+*/