diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2017-04-04 13:53:03 +0200 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2017-04-04 12:01:31 +0000 |
commit | 8f93d6632ac1e2876a0c90d267be0294173ac97b (patch) | |
tree | f22579bff3fd0dd73541ecb6c8c2fea5bc10a8be /src/gui/vulkan/qvulkanwindow.cpp | |
parent | 8b5aa7b6c40d70a7ec15b3ea485f28a142fb247c (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.cpp | 6 |
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 |