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-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