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authorNico Vertriest <nico.vertriest@digia.com>2015-10-20 12:21:37 +0200
committerNico Vertriest <nico.vertriest@digia.com>2015-10-21 11:38:26 +0000
commit772f0c06f7a88c431f3485be11eaea247ee36f8d (patch)
tree2ee9a20cde6d7ebab2a2c245b317d4d3efab9221 /src/quick/doc/src/concepts/effects/sprites.qdoc
parent1e860d69bb16aa7f5edc608fb84b25df13b25c19 (diff)
Doc: Corrected qdoc errors \generatelist{related}
Task-number: QTBUG-43810 Change-Id: I9ffb78dc02453590008416ba74f3d1a7f56b36fa Reviewed-by: Venugopal Shivashankar <venugopal.shivashankar@digia.com> Reviewed-by: Martin Smith <martin.smith@digia.com> Reviewed-by: Topi Reiniƶ <topi.reinio@digia.com>
Diffstat (limited to 'src/quick/doc/src/concepts/effects/sprites.qdoc')
-rw-r--r--src/quick/doc/src/concepts/effects/sprites.qdoc7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/quick/doc/src/concepts/effects/sprites.qdoc b/src/quick/doc/src/concepts/effects/sprites.qdoc
index edad89b1e5..62d9ea0811 100644
--- a/src/quick/doc/src/concepts/effects/sprites.qdoc
+++ b/src/quick/doc/src/concepts/effects/sprites.qdoc
@@ -26,13 +26,10 @@
****************************************************************************/
/*!
-\ingroup qtquick-images-sprites
\page qtquick-effects-sprites.html
\title Sprite Animations
\brief Sprite-based animations with flexible transitioning
-\generatelist{related}
-
\section1 Sprite Engine
The \l {Qt Quick} sprite engine is a stochastic state machine combined with the ability
@@ -167,9 +164,9 @@ Additionally, \l ImageParticle can use \l Sprite types to define sprites for eac
sprite engine per type. This works similarly to SpriteSequence, but it also has the parametrized variability provided
by the \l ImageParticle type.
-\section1 AnimatedSprite
+\section1 AnimatedSprite Type
-For use-cases which do not need to transition between animations, consider the \l AnimatedSprite type.
+For use-cases which do not need to transition between animations, consider the AnimatedSprite type.
This type displays sprite animations with the same input format, but only one at a time. It also provides more fine-grained
manual control, as there is no sprite engine managing the timing and transitions behind the scenes.