diff options
author | Casper van Donderen <casper.vandonderen@nokia.com> | 2012-03-01 18:05:16 +0100 |
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committer | Qt by Nokia <qt-info@nokia.com> | 2012-03-13 16:34:49 +0100 |
commit | c291efff26c13963cf98c127bfa759f89f103e48 (patch) | |
tree | 1ff72838794983592258f9718718db283834f42c /src/quick/items/qquickshadereffect.cpp | |
parent | ada9dd41c83aad3890b8f01a98fdbeae04528eba (diff) |
Remove the usage of deprecated qdoc macros.
QDoc now has support for Doxygen style commands for italics, bold
and list items. This change applies that change in QDoc to the
actual documentation.
Task-number: QTBUG-24578
Change-Id: I62d203f21df63a95ee236e578b10418fd9680707
Reviewed-by: Jerome Pasion <jerome.pasion@nokia.com>
Diffstat (limited to 'src/quick/items/qquickshadereffect.cpp')
-rw-r--r-- | src/quick/items/qquickshadereffect.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/quick/items/qquickshadereffect.cpp b/src/quick/items/qquickshadereffect.cpp index 3024c31d51..77047257c3 100644 --- a/src/quick/items/qquickshadereffect.cpp +++ b/src/quick/items/qquickshadereffect.cpp @@ -103,15 +103,15 @@ const char *qtTexCoordAttributeName() There are two types of input to the \l vertexShader: uniform variables and attributes. Some are predefined: \list - \o uniform mat4 qt_Matrix - combined transformation + \li uniform mat4 qt_Matrix - combined transformation matrix, the product of the matrices from the root item to this ShaderEffect, and an orthogonal projection. - \o uniform float qt_Opacity - combined opacity, the product of the + \li uniform float qt_Opacity - combined opacity, the product of the opacities from the root item to this ShaderEffect. - \o attribute vec4 qt_Vertex - vertex position, the top-left vertex has + \li attribute vec4 qt_Vertex - vertex position, the top-left vertex has position (0, 0), the bottom-right (\l{Item::width}{width}, \l{Item::height}{height}). - \o attribute vec2 qt_MultiTexCoord0 - texture coordinate, the top-left + \li attribute vec2 qt_MultiTexCoord0 - texture coordinate, the top-left coordinate is (0, 0), the bottom-right (1, 1). \endlist @@ -119,17 +119,17 @@ const char *qtTexCoordAttributeName() (GLSL) type is available as a uniform variable. The following list shows how properties are mapped to GLSL uniform variables: \list - \o bool, int, qreal -> bool, int, float - If the type in the shader is not + \li bool, int, qreal -> bool, int, float - If the type in the shader is not the same as in QML, the value is converted automatically. - \o QColor -> vec4 - When colors are passed to the shader, they are first + \li QColor -> vec4 - When colors are passed to the shader, they are first premultiplied. Thus Qt.rgba(0.2, 0.6, 1.0, 0.5) becomes vec4(0.1, 0.3, 0.5, 0.5) in the shader, for example. - \o QRect, QRectF -> vec4 - Qt.rect(x, y, w, h) becomes vec4(x, y, w, h) in + \li QRect, QRectF -> vec4 - Qt.rect(x, y, w, h) becomes vec4(x, y, w, h) in the shader. - \o QPoint, QPointF, QSize, QSizeF -> vec2 - \o QVector3D -> vec3 - \o QTransform -> mat4 - \o \l Image, \l ShaderEffectSource -> sampler2D - Origin is in the top-left + \li QPoint, QPointF, QSize, QSizeF -> vec2 + \li QVector3D -> vec3 + \li QTransform -> mat4 + \li \l Image, \l ShaderEffectSource -> sampler2D - Origin is in the top-left corner, and the color values are premultiplied. \endlist @@ -138,8 +138,8 @@ const char *qtTexCoordAttributeName() blending can be achieved by outputting zero in the alpha channel. \row - \o \image declarative-shadereffectitem.png - \o \qml + \li \image declarative-shadereffectitem.png + \li \qml import QtQuick 2.0 Rectangle { @@ -326,9 +326,9 @@ void QQuickShaderEffect::setMesh(const QVariant &mesh) This property defines which sides of the element should be visible. \list - \o ShaderEffect.NoCulling - Both sides are visible - \o ShaderEffect.BackFaceCulling - only front side is visible - \o ShaderEffect.FrontFaceCulling - only back side is visible + \li ShaderEffect.NoCulling - Both sides are visible + \li ShaderEffect.BackFaceCulling - only front side is visible + \li ShaderEffect.FrontFaceCulling - only back side is visible \endlist The default is NoCulling. @@ -349,9 +349,9 @@ void QQuickShaderEffect::setCullMode(CullMode face) This property tells the current status of the OpenGL shader program. \list - \o ShaderEffect.Compiled - the shader program was successfully compiled and linked. - \o ShaderEffect.Uncompiled - the shader program has not yet been compiled. - \o ShaderEffect.Error - the shader program failed to compile or link. + \li ShaderEffect.Compiled - the shader program was successfully compiled and linked. + \li ShaderEffect.Uncompiled - the shader program has not yet been compiled. + \li ShaderEffect.Error - the shader program failed to compile or link. \endlist When setting the fragment or vertex shader source code, the status will become Uncompiled. |