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authorCasper van Donderen <casper.vandonderen@nokia.com>2012-03-01 18:05:16 +0100
committerQt by Nokia <qt-info@nokia.com>2012-03-13 16:34:49 +0100
commitc291efff26c13963cf98c127bfa759f89f103e48 (patch)
tree1ff72838794983592258f9718718db283834f42c /src/quick/items/qquickshadereffect.cpp
parentada9dd41c83aad3890b8f01a98fdbeae04528eba (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.cpp38
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.