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authorGiuseppe D'Angelo <giuseppe.dangelo@kdab.com>2014-02-03 11:28:59 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-02-03 13:21:45 +0100
commit9d29afe6b095d1fdb80326ff5fd87981e5763364 (patch)
tree9ca00e95497d21a557f4c260b0fe925a351d523f /src/gui/opengl
parent95435a8c90b4a296b0a0338713301d4d5484c50e (diff)
QOpenGLTexture: remove typos in the docs
Change-Id: Ia842c7f91eadefc6b5328d7d951c4e265c2c7432 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/gui/opengl')
-rw-r--r--src/gui/opengl/qopengltexture.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gui/opengl/qopengltexture.cpp b/src/gui/opengl/qopengltexture.cpp
index 6a328436f6..1d16c3ecaa 100644
--- a/src/gui/opengl/qopengltexture.cpp
+++ b/src/gui/opengl/qopengltexture.cpp
@@ -2698,9 +2698,9 @@ QOpenGLTexture::SwizzleValue QOpenGLTexture::swizzleMask(SwizzleComponent compon
If using a texture that has a combined depth/stencil format this function sets
which component of the texture is accessed to \a mode.
- When the parameter is set to ?DepthMode, then accessing it from the
+ When the parameter is set to DepthMode, then accessing it from the
shader will access the depth component as a single float, as normal. But when
- the parameter is set to StencilMode?, the shader will access the stencil component.
+ the parameter is set to StencilMode, the shader will access the stencil component.
\note This function has no effect on Mac and Qt built for OpenGL ES 2.
\sa depthStencilMode()