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authorCasper van Donderen <casper.vandonderen@nokia.com>2012-03-01 15:28:31 +0100
committerQt by Nokia <qt-info@nokia.com>2012-03-02 23:16:25 +0100
commit95d83cb1b68cc4a415d5d80859b4e74472ad7112 (patch)
tree9f6fa892ee78f584224320a195f03419c0fdbc21 /src/opengl/qglframebufferobject.cpp
parent15e136d4e116c1513c106dfbb75e1953a7f3463c (diff)
Remove the usage of deprecated qdoc macros.
QDoc now has support for Doxygen style commands for italics, bold and list items. This change applies that change in QDoc to the actual documentation. Task-number: QTBUG-24578 Change-Id: I519bf9c29b14092e3ab6067612f42bf749eeedf5 Reviewed-by: Shane Kearns <shane.kearns@accenture.com> Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
Diffstat (limited to 'src/opengl/qglframebufferobject.cpp')
-rw-r--r--src/opengl/qglframebufferobject.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/opengl/qglframebufferobject.cpp b/src/opengl/qglframebufferobject.cpp
index 21b3abfdd8..ed362503ce 100644
--- a/src/opengl/qglframebufferobject.cpp
+++ b/src/opengl/qglframebufferobject.cpp
@@ -87,10 +87,10 @@ extern QImage qt_gl_read_framebuffer(const QSize&, bool, bool);
A framebuffer object has several characteristics:
\list
- \i \link setSamples() Number of samples per pixels.\endlink
- \i \link setAttachment() Depth and/or stencil attachments.\endlink
- \i \link setTextureTarget() Texture target.\endlink
- \i \link setInternalTextureFormat() Internal texture format.\endlink
+ \li \link setSamples() Number of samples per pixels.\endlink
+ \li \link setAttachment() Depth and/or stencil attachments.\endlink
+ \li \link setTextureTarget() Texture target.\endlink
+ \li \link setInternalTextureFormat() Internal texture format.\endlink
\endlist
Note that the desired attachments or number of samples per pixels might not
@@ -674,7 +674,7 @@ void QGLFramebufferObjectPrivate::init(QGLFramebufferObject *q, const QSize &sz,
generates a 2D GL texture (using the \c{GL_TEXTURE_2D} target),
which is used as the internal rendering target.
- \bold{It is important to have a current GL context when creating a
+ \b{It is important to have a current GL context when creating a
QGLFramebufferObject, otherwise initialization will fail.}
OpenGL framebuffer objects and pbuffers (see
@@ -683,22 +683,22 @@ void QGLFramebufferObjectPrivate::init(QGLFramebufferObject *q, const QSize &sz,
using framebuffer objects instead of pbuffers:
\list 1
- \o A framebuffer object does not require a separate rendering
+ \li A framebuffer object does not require a separate rendering
context, so no context switching will occur when switching
rendering targets. There is an overhead involved in switching
targets, but in general it is cheaper than a context switch to a
pbuffer.
- \o Rendering to dynamic textures (i.e. render-to-texture
+ \li Rendering to dynamic textures (i.e. render-to-texture
functionality) works on all platforms. No need to do explicit copy
calls from a render buffer into a texture, as was necessary on
systems that did not support the \c{render_texture} extension.
- \o It is possible to attach several rendering buffers (or texture
+ \li It is possible to attach several rendering buffers (or texture
objects) to the same framebuffer object, and render to all of them
without doing a context switch.
- \o The OpenGL framebuffer extension is a pure GL extension with no
+ \li The OpenGL framebuffer extension is a pure GL extension with no
system dependant WGL, CGL, or GLX parts. This makes using
framebuffer objects more portable.
\endlist