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authorKent Hansen <kent.hansen@nokia.com>2012-03-19 12:29:32 +0100
committerKent Hansen <kent.hansen@nokia.com>2012-03-19 12:37:03 +0100
commit4821058f10118be55a541ad39e25ec9165cca3b3 (patch)
tree167973e3c68fc442b0e37d6f628f3fdbe759f15a /src/quick/items/qquickshadereffectsource.cpp
parent83f11e33745180e9370d484cbcedd0bac020c9dd (diff)
parent26d5f2e833f0e3686aaa27e695bbfab5fbd808ad (diff)
Merge master into api_changes
Conflicts: src/qml/debugger/qqmlenginedebugservice.cpp src/qml/qml/v8/qv8qobjectwrapper.cpp src/quick/util/qquickimageprovider.cpp tests/auto/qml/qqmlecmascript/tst_qqmlecmascript.cpp Change-Id: Ie78ba2fabd32f4812bcae9dbdd66ed289dc11dcb
Diffstat (limited to 'src/quick/items/qquickshadereffectsource.cpp')
-rw-r--r--src/quick/items/qquickshadereffectsource.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/quick/items/qquickshadereffectsource.cpp b/src/quick/items/qquickshadereffectsource.cpp
index 708d75d137..33776be712 100644
--- a/src/quick/items/qquickshadereffectsource.cpp
+++ b/src/quick/items/qquickshadereffectsource.cpp
@@ -413,21 +413,21 @@ QImage QQuickShaderEffectTexture::toImage() const
ShaderEffectSource can be used as:
\list
- \o a texture source in a \l ShaderEffect.
+ \li a texture source in a \l ShaderEffect.
This allows you to apply custom shader effects to any QML element.
- \o a cache for a complex element.
+ \li a cache for a complex element.
The complex element can be rendered once into the texture, which can
then be animated freely without the need to render the complex element
again every frame.
- \o an opacity layer.
+ \li an opacity layer.
ShaderEffectSource allows you to apply an opacity to elements as a group
rather than each element individually.
\endlist
\table
\row
- \o \image declarative-shadereffectsource.png
- \o \qml
+ \li \image declarative-shadereffectsource.png
+ \li \qml
import QtQuick 2.0
Rectangle {
@@ -548,10 +548,10 @@ QSGTextureProvider *QQuickShaderEffectSource::textureProvider() const
source texture of a \l ShaderEffect.
\list
- \o ShaderEffectSource.ClampToEdge - GL_CLAMP_TO_EDGE both horizontally and vertically
- \o ShaderEffectSource.RepeatHorizontally - GL_REPEAT horizontally, GL_CLAMP_TO_EDGE vertically
- \o ShaderEffectSource.RepeatVertically - GL_CLAMP_TO_EDGE horizontally, GL_REPEAT vertically
- \o ShaderEffectSource.Repeat - GL_REPEAT both horizontally and vertically
+ \li ShaderEffectSource.ClampToEdge - GL_CLAMP_TO_EDGE both horizontally and vertically
+ \li ShaderEffectSource.RepeatHorizontally - GL_REPEAT horizontally, GL_CLAMP_TO_EDGE vertically
+ \li ShaderEffectSource.RepeatVertically - GL_CLAMP_TO_EDGE horizontally, GL_REPEAT vertically
+ \li ShaderEffectSource.Repeat - GL_REPEAT both horizontally and vertically
\endlist
\note Some OpenGL ES 2 implementations do not support the GL_REPEAT
@@ -677,9 +677,9 @@ void QQuickShaderEffectSource::setTextureSize(const QSize &size)
implementation, this property might allow you to save some texture memory.
\list
- \o ShaderEffectSource.Alpha - GL_ALPHA
- \o ShaderEffectSource.RGB - GL_RGB
- \o ShaderEffectSource.RGBA - GL_RGBA
+ \li ShaderEffectSource.Alpha - GL_ALPHA
+ \li ShaderEffectSource.RGB - GL_RGB
+ \li ShaderEffectSource.RGBA - GL_RGBA
\endlist
\note Some OpenGL implementations do not support the GL_ALPHA format.