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authorSimon Hausmann <simon.hausmann@theqtcompany.com>2015-01-07 10:26:08 +0100
committerAndy Nichols <andy.nichols@theqtcompany.com>2015-01-08 12:43:03 +0200
commit9b2150591a0f4007380fbf18b798a5de9d6c8588 (patch)
tree22fbf65e5ae3831a2d22707e14b0469da573444a
parent3195e2785cc5dff36dd03d2295d0daa35a6e5815 (diff)
Mention the caveat of text rendering in the known limitations
Change-Id: I87f733f6b15e1987d7ae6b83c716c578ce4edadb Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
-rw-r--r--src/doc/src/qtquick2drenderer-limitations.qdoc6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/doc/src/qtquick2drenderer-limitations.qdoc b/src/doc/src/qtquick2drenderer-limitations.qdoc
index 26d522652f..bdbc610733 100644
--- a/src/doc/src/qtquick2drenderer-limitations.qdoc
+++ b/src/doc/src/qtquick2drenderer-limitations.qdoc
@@ -54,5 +54,11 @@
The Sprite item depends on OpenGL functions we dont have access to and will
not be visible.
+ \target Text
+ \section1 Text
+ The text rendering with \RENDERER is based on software rasterization and does
+ not respond as well to transformations such as scaling as when using OpenGL.
+ The quality is similar to choosing \c Text.NativeRendering with QtQuick.Text
+ items.
*/