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authorGunnar Sletta <gunnar.sletta@digia.com>2013-09-23 09:53:58 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-09-25 16:16:15 +0200
commitf2233c725078d49f6b185e642325dacb47b33240 (patch)
tree7e612d02f2d4c84882bc5294640ecb99333f139d /src/quick/doc
parent0e62896fdcbad014177ba11d88bbe46eb496ab2d (diff)
Convenience class for FBO rendering in Qt Quick
Change-Id: I5712bbfa0cde9f2fe5fddc35c4cc23597717065c Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Diffstat (limited to 'src/quick/doc')
-rw-r--r--src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc17
1 files changed, 7 insertions, 10 deletions
diff --git a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
index edb99b03e8..384e8209c1 100644
--- a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
+++ b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
@@ -286,16 +286,13 @@ application is allowed to draw.
The \l {Scene Graph - OpenGL Under QML} example gives an example on
how to use use these signals.
-The other alternative is to create a FramebufferObject, render into it
-and use the result as a textured node in the scene graph, for instance
-using a QSGSimpleTextureNode. The \l {Scene Graph - Rendering FBOs}
-and \l {Scene Graph - Rendering FBOs in a thread} examples show how
-this can be done in an optimal manner.
-
-A simple way of doing the same is to use a QQuickPaintedItem with
-QQuickPaintedItem::FramebufferObject as render target and by calling
-QPainter::beginNativePainting() before the OpenGL rendering and
-QPainter::endNativePainting() after.
+The other alternative 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 this can be
+done. It is also possible to combine multiple rendering contexts 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.
\warning When mixing OpenGL content with scene graph rendering, it is
important the application does not leave the OpenGL context in a state