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authorMartin Smith <martin.smith@qt.io>2018-03-02 10:21:16 +0100
committerMartin Smith <martin.smith@qt.io>2018-03-02 15:28:38 +0000
commit86a279bd30f962639acc93da6abad93369898bc8 (patch)
treef28b5c2a2f922d4af3cf27158a9b3eba36ad48c5 /src/quick/items
parent9cd9ca48bdb321252f9cf9ba26d34b6afc1863d9 (diff)
doc: Fix another link to page title
Added the word OpenGL, which was missing. Change-Id: Ie09ba1ec59615d2f139ef72e0743f67b6c8ff33d Reviewed-by: Topi Reiniƶ <topi.reinio@qt.io>
Diffstat (limited to 'src/quick/items')
-rw-r--r--src/quick/items/qquickitem.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/quick/items/qquickitem.cpp b/src/quick/items/qquickitem.cpp
index 2226adeeff..ea24bfcad5 100644
--- a/src/quick/items/qquickitem.cpp
+++ b/src/quick/items/qquickitem.cpp
@@ -2068,7 +2068,7 @@ void QQuickItemPrivate::updateSubFocusItem(QQuickItem *scope, bool focus)
In the QPainter / QWidget world, it is some times 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 Renderer} {scene graph renderer}, this will in most
+ Scene Graph OpenGL 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