diff options
author | Topi Reinio <topi.reinio@qt.io> | 2019-11-08 00:48:05 +0100 |
---|---|---|
committer | Topi Reiniƶ <topi.reinio@qt.io> | 2019-11-11 09:53:52 +0000 |
commit | 13d7517c0edd4c99686f2a8f7611c51d0a56a279 (patch) | |
tree | 2a98462cfdc5031404f803cfe6941be77db9ff06 /src/quick/items/qquickitem.cpp | |
parent | 06fa6ef1b9e159bd9b83b59ce23b7e09b918aa1f (diff) |
Doc: Fix documentation warnings
There were a lot of documentation warnings introduced by the
separation of QtQml.Models and QtQml.WorkerScript modules
from the QtQml documentation project into their own
sub-projects.
Fix the above, and also ensure that the experimental
Qt.labs.qmlmodels QML types are listed in the documentation,
and add them also on the QML module page for QtQml.Models.
A few warnings remain, they may be indicative of issues
not in the scope of this commit.
Fixes: QTBUG-79812
Change-Id: Idc25c976e4c96feab4aae893519d6c9245f57a64
Reviewed-by: Paul Wicking <paul.wicking@qt.io>
Diffstat (limited to 'src/quick/items/qquickitem.cpp')
-rw-r--r-- | src/quick/items/qquickitem.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/quick/items/qquickitem.cpp b/src/quick/items/qquickitem.cpp index 4c20b7e2e1..3785abc450 100644 --- a/src/quick/items/qquickitem.cpp +++ b/src/quick/items/qquickitem.cpp @@ -2074,10 +2074,10 @@ void QQuickItemPrivate::updateSubFocusItem(QQuickItem *scope, bool focus) in the GPU equal to \c {width x height x 4}. In memory constrained configurations, large layers should be used with care. - In the QPainter / QWidget world, it is some times favorable to + In the QPainter / QWidget world, it is sometimes favorable to cache complex content in a pixmap, image or texture. In Qt Quick, because of the techniques already applied by the \l {Qt Quick - Scene Graph OpenGL Renderer} {scene graph renderer}, this will in most + Scene Graph Default Renderer} {scene graph renderer}, this will in most cases not be the case. Excessive draw calls are already reduced because of batching and a cache will in most cases end up blending more pixels than the original content. The overhead of rendering |