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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/qquickshadereffectsource.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/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.