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author | Gunnar Sletta <gunnar.sletta@nokia.com> | 2012-04-18 08:29:56 +0200 |
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committer | Qt by Nokia <qt-info@nokia.com> | 2012-04-19 03:14:44 +0200 |
commit | c9bb27ace0e9a2eff42db450e65b044446a546ce (patch) | |
tree | 0fd90605a092e7d10058832e288adc3c53aa6a3b /src | |
parent | c5f13d21dfe8380b2420f00357b4dbb2b02169b0 (diff) |
Add a note in the docs about FBO multisampling
Change-Id: I4c0b522ce937e681a9208cc94a1265f6b10ebcd3
Reviewed-by: Kim M. Kalland <kim.kalland@nokia.com>
Diffstat (limited to 'src')
-rw-r--r-- | src/quick/items/qquickshadereffectsource.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/quick/items/qquickshadereffectsource.cpp b/src/quick/items/qquickshadereffectsource.cpp index fffa4d9521..2078e706d2 100644 --- a/src/quick/items/qquickshadereffectsource.cpp +++ b/src/quick/items/qquickshadereffectsource.cpp @@ -527,6 +527,14 @@ QImage QQuickShaderEffectTexture::toImage() const border width falls outside the texture. To get the whole border, you can extend the \l sourceRect. + \note The ShaderEffectSource relies on FBO multisampling support + to antialias edges. If the underlying hardware does not support this, + which is the case for most embedded graphics chips, edges rendered + inside a ShaderEffectSource will not be antialiased. One way to remedy + this is to double the size of the effect source and render it with + \c {smooth: true}. This will be equivalent to 4x multisampling, at + the cost of lower performance and higher memory use. + \warning In most cases, using a ShaderEffectSource will decrease performance, and in all cases, it will increase video memory usage. Rendering through a ShaderEffectSource might also lead to lower quality |