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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-09-02 11:53:37 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-09-08 09:42:21 +0200
commit0ea85d26ebc7ce68a62d7365d1a80223c4ef796b (patch)
treed07670c9173f89139cdf069360543ff0e4fe48bd
parentba3e72ab7e4c43806259b1de8f646bfd841d24e0 (diff)
Refer to recently added examples into the scenegraph docs
Change-Id: Ib87fde45e5ebfed596c5d0146d6987e5390bac64 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
-rw-r--r--src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc13
1 files changed, 13 insertions, 0 deletions
diff --git a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
index b96d09996d..864d90274c 100644
--- a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
+++ b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
@@ -341,9 +341,15 @@ OpenGL application is allowed to draw.
The \l {Scene Graph - OpenGL Under QML} example gives an example on
how to use these signals using OpenGL.
+The \l {Scene Graph - Direct3D 11 Under QML} example gives an example on
+how to use these signals using Direct3D.
+
The \l {Scene Graph - Metal Under QML} example gives an example on
how to use these signals using Metal.
+The \l {Scene Graph - Vulkan Under QML} example gives an example on
+how to use these signals using Vulkan.
+
The other alternative, only available for OpenGL currently, is to create a
QQuickFramebufferObject, render into it, and let it be displayed in the scene
graph as a texture. The \l {Scene Graph - Rendering FBOs} example shows how
@@ -352,6 +358,13 @@ and multiple threads to create content to be displayed in the scene graph. The
\l {Scene Graph - Rendering FBOs in a thread} examples show how this can be
done.
+Graphics APIs other than OpenGL can also follow this approach, even though
+QQuickFramebufferObject does not currently support them. Creating and rendering
+to a texture directly with the underlying API, followed by wrapping and using
+this resource in a Qt Quick scene in a custom QQuickItem, is demonstrated in
+the \l {Scene Graph - Metal Texture Import} example. That example uses Metal,
+the concepts however apply to all other graphics APIs as well.
+
\warning When mixing OpenGL content with scene graph rendering, it is
important the application does not leave the OpenGL context in a state
with buffers bound, attributes enabled, special values in the z-buffer