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authorLaszlo Agocs <laszlo.agocs@digia.com>2014-03-31 15:59:18 +0200
committerLaszlo Agocs <laszlo.agocs@digia.com>2014-06-24 14:22:19 +0200
commit745a71196c8893a35a80a679674bee396606f79b (patch)
treef9bc32b7cfe88e65b54372987baf95fcd1db2ada /src/quick/doc/src/concepts
parent8eafef976f2a53b5c05967de8b4fb8f01b8e9e7b (diff)
Make QQuickRenderControl public
QQuickRenderControl allows rendering Qt Quick 2 scenes into framebuffer objects which can then be used in arbitrary ways in Qt-based or 3rd party OpenGL renderers. [ChangeLog][QtQuick] Introduced QQuickRenderControl as a public API. Task-number: QTBUG-37944 Change-Id: I84262243b261b35cefdf67ec6bba8127a0f29275 Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
Diffstat (limited to 'src/quick/doc/src/concepts')
-rw-r--r--src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc20
1 files changed, 15 insertions, 5 deletions
diff --git a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
index 7a54b7a021..1f8147c4d1 100644
--- a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
+++ b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
@@ -244,11 +244,11 @@ animations, process events, etc.
\endlist
-The threaded renderer is currently used by default on Linux, Mac OS X
-and EGLFS based QPA platforms, but this is subject to change. It is
-possible to force use of the threaded renderer by setting \c
-{QML_FORCE_THREADED_RENDERER=1} in the environment.
-
+The threaded renderer is currently used by default on Linux with
+non-Mesa based drivers, OS X and EGLFS based QPA platforms, but this
+is subject to change. It is possible to force use of the threaded
+renderer by setting \c {QSG_RENDER_LOOP=threaded} in the
+environment.
\section2 Non-threaded Render Loop
@@ -267,6 +267,16 @@ sequence in the non-threaded renderer.
\image sg-renderloop-singlethreaded.jpg
+\section2 Custom control over rendering with QQuickRenderControl
+
+When using QQuickRenderControl, the responsibility for driving the
+rendering loop is transferred to the application. In this case no
+built-in render loop is used. Instead, it is up to the application to
+invoke the polish, synchronize and rendering steps at the appropriate
+time. It is possible to implement either a threaded or non-threaded
+behavior similar to the ones shown above.
+
+
\section2 Mixing Scene Graph and OpenGL
The scene graph offers two methods for integrating OpenGL content: