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-rw-r--r--src/datavisualization/engine/qabstract3dgraph.cpp17
1 files changed, 13 insertions, 4 deletions
diff --git a/src/datavisualization/engine/qabstract3dgraph.cpp b/src/datavisualization/engine/qabstract3dgraph.cpp
index df6ed597..47802c89 100644
--- a/src/datavisualization/engine/qabstract3dgraph.cpp
+++ b/src/datavisualization/engine/qabstract3dgraph.cpp
@@ -647,11 +647,20 @@ qreal QAbstract3DGraph::aspectRatio() const
/*!
* \property QAbstract3DGraph::optimizationHints
*
- * Defines if the rendering optimization is default or static. Default mode provides the full feature set at
- * reasonable performance. Static optimizes graph rendering and is ideal for large non-changing data sets.
- * It is slower with dynamic data changes and item rotations. Selection is not optimized, so using it with
- * massive data sets is not advisable. Static works only on the Scatter graph.
+ * Defines if the rendering optimization is default or static. Default mode provides the full
+ * feature set at reasonable performance. Static mode optimizes graph rendering and is ideal for
+ * large non-changing data sets. It is slower with dynamic data changes and item rotations.
+ * Selection is not optimized, so using it with massive data sets is not advisable.
+ * Static works only on the Scatter graph.
* Defaults to \c{OptimizationDefault}.
+ *
+ * \note On some environments, large graphs using static optimization may not render, because
+ * all of the items are rendered using a single draw call, and different graphics drivers have
+ * different maximum vertice counts per call that they support.
+ * This is mostly an issue on 32bit and/or OpenGL ES2 platforms.
+ * To work around this issue, choose an item mesh with low vertex count or use the point mesh.
+ *
+ * \sa QAbstract3DSeries::mesh
*/
void QAbstract3DGraph::setOptimizationHints(OptimizationHints hints)
{