summaryrefslogtreecommitdiffstats
path: root/src/gui/vulkan/qvulkanwindow.cpp
diff options
context:
space:
mode:
authorLaszlo Agocs <laszlo.agocs@qt.io>2017-04-04 13:53:03 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2017-04-04 12:01:31 +0000
commit8f93d6632ac1e2876a0c90d267be0294173ac97b (patch)
treef22579bff3fd0dd73541ecb6c8c2fea5bc10a8be /src/gui/vulkan/qvulkanwindow.cpp
parent8b5aa7b6c40d70a7ec15b3ea485f28a142fb247c (diff)
Fix some capitalization issues in QVulkan docs
...and remove see-alsoing wrappers that do not get a doc page. Change-Id: Ia26aeef3c142b15a47e650dfc7f64ad7339cc80d Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/gui/vulkan/qvulkanwindow.cpp')
-rw-r--r--src/gui/vulkan/qvulkanwindow.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/gui/vulkan/qvulkanwindow.cpp b/src/gui/vulkan/qvulkanwindow.cpp
index 1e052a91af..53cee67e2f 100644
--- a/src/gui/vulkan/qvulkanwindow.cpp
+++ b/src/gui/vulkan/qvulkanwindow.cpp
@@ -167,7 +167,7 @@ Q_LOGGING_CATEGORY(lcVk, "qt.vulkan")
manage additional resources directly via the Vulkan API.
\li The renderer lives in the gui/main thread, like the window itself. This
- thread is then throttled to the presentation rate, similarly to how OpenGl
+ thread is then throttled to the presentation rate, similarly to how OpenGL
with a swap interval of 1 would behave. However, the renderer implementation
is free to utilize multiple threads in any way it sees fit. The accessors
like vulkanInstance(), currentCommandBuffer(), etc. can be called from any
@@ -248,7 +248,7 @@ Q_LOGGING_CATEGORY(lcVk, "qt.vulkan")
\note QVulkanWindow does not expose device layers since this functionality
has been deprecated since version 1.0.13 of the Vulkan API.
- \sa QVulkanInstance, QVulkanFunctions, QWindow
+ \sa QVulkanInstance, QWindow
*/
/*!
@@ -2690,7 +2690,7 @@ QImage QVulkanWindow::grab()
/*!
Returns a pointer to a QMatrix4x4 that can be used to correct for coordinate
- system differences between OpenGl and Vulkan.
+ system differences between OpenGL and Vulkan.
By pre-multiplying the projection matrix with this matrix, applications can
continue to assume OpenGL-style Y coordinates in clip space (i.e. Y pointing