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authorAlan Alpert <alan.alpert@nokia.com>2011-10-20 10:52:29 +1000
committerQt by Nokia <qt-info@nokia.com>2011-10-21 04:12:18 +0200
commit2bf7113a0ddfe4490cf9df1780a72c36ae282f8c (patch)
treef914b84e2bc8ed75dfb86a28a4023e0d977f561a /src
parent631d172c604d168969f2eeb33c4b876f237ffea0 (diff)
Removing some stale comments.
Change-Id: If30a6e044c1e15dbbbd9dfca44fe64572099ea13 Reviewed-by: Martin Jones <martin.jones@nokia.com>
Diffstat (limited to 'src')
-rw-r--r--src/declarative/particles/qsgparticlesystem_p.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/declarative/particles/qsgparticlesystem_p.h b/src/declarative/particles/qsgparticlesystem_p.h
index c7399549f4..37fcbac6a8 100644
--- a/src/declarative/particles/qsgparticlesystem_p.h
+++ b/src/declarative/particles/qsgparticlesystem_p.h
@@ -240,7 +240,6 @@ public:
explicit QSGParticleSystem(QSGItem *parent = 0);
~QSGParticleSystem();
- //TODO: Hook up running and temporal manipulators to the animation
bool isRunning() const
{
return m_running;
@@ -278,7 +277,7 @@ protected:
private slots:
void emittersChanged();
void loadPainter(QObject* p);
- void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty
+ void createEngine(); //Not invoked by sprite engine, unlike Sprite uses
void particleStateChange(int idx);
public: