diff options
Diffstat (limited to 'src/opengl/qglframebufferobject.cpp')
-rw-r--r-- | src/opengl/qglframebufferobject.cpp | 18 |
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 |