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-rw-r--r--src/doc/src/qtquick2drenderer-installation-guide.qdoc61
1 files changed, 26 insertions, 35 deletions
diff --git a/src/doc/src/qtquick2drenderer-installation-guide.qdoc b/src/doc/src/qtquick2drenderer-installation-guide.qdoc
index 6dd2386f4d..1aff29eda2 100644
--- a/src/doc/src/qtquick2drenderer-installation-guide.qdoc
+++ b/src/doc/src/qtquick2drenderer-installation-guide.qdoc
@@ -18,62 +18,56 @@
****************************************************************************/
/*!
- \contentspage{index.html}{Qt Quick 2D Renderer}
\page qtquick2drenderer-installation-guide.html
\previouspage index.html
\nextpage qtquick2drenderer-limitations.html
\title Installation Guide
- The building of \RENDERER is made complicated by the fact that Qt Quick 2
- always requires OpenGL support regardless of whether is is being used or
+ The building of \RENDERER is complicated by the fact that Qt Quick 2
+ always requires OpenGL support regardless of whether it is being used or
not. You will need to build Qt with support for OpenGL even if the target
- system does not have support for using it. If you have a build of Qt that
- already supports OpenGL you can skip to Building \RENDERER
+ system does not support it. If you have a Qt build that already supports
+ OpenGL, you can skip to \l {building-renderer}{Building \RENDERER}.
- \target Providing the OpenGL Dependency
\section1 Providing the OpenGL Dependency
- The way that \RENDERER works is to render the Qt Quick 2 scene graph with
- QPainter instead of using hardware acceleration via the OpenGL API.
+ \RENDERER works in such a way that it renders the Qt Quick 2 scene
+ graph with QPainter, instead of using hardware acceleration via the OpenGL API.
However, Qt Quick 2 still assumes that OpenGL is always available. With
\RENDERER we can avoid making OpenGL calls, but that does not change the
fact that QtQuick 2 requires the OpenGL development headers to be available
at build-time and will link against OpenGL libraries at run-time.
- The solution to is to provide a dummy OpenGL library and development
- headers to build Qt against. This way you can build Qt with virtual OpenGL
- support and get access to the QtQuick 2 APIs. Provided you use a platform
- plugin that does not make calls EGL or OpenGL commands, and you refrain
- from using APIs that access OpenGL directly you should have no problems
- using \RENDERER.
+ The solution is to provide a dummy OpenGL library and development
+ headers to build Qt against. In this way you can build Qt with virtual OpenGL
+ support and get access to the QtQuick 2 APIs. You should have no problems
+ using \RENDERER provided that you use a platform plugin that does not make calls to
+ EGL or OpenGL commands, and that you refrain from using APIs that access OpenGL directly.
- \target How to use the OpenGL dummy libraries
- \section1 How to use the OpenGL dummy libraries
+ \section1 How to use the OpenGL Dummy Libraries
The OpenGL dummy libraries provide both headers and shared object files
containing the symbols for both OpenGL and EGL. The headers get copied
- into your INCLUDE path, and the shared object files gets copied into your LIB
+ into your INCLUDE path, and the shared object files get copied into your LIB
path in both the sysroot, as well as in the target image distributed on the
device. The library that is generated contains all the symbols needed to
link an application as if you had support for OpenGL and EGL. It is important
to make sure that you do not call any of these symbols in your application.
- \target Prerequisites
\section2 Prerequisites
- You need to have three things:
+ Three elements are required:
\list 1
- \li Toolchain to cross compile code for your device
+ \li Toolchain to cross compile code for your device.
\li Sysroot containing development headers and shared objects to link
- against when building applications
- \li Target image inteded to be deployed to your device.
+ against when building applications.
+ \li Target image intended to be deployed to your device.
\endlist
- \target How to build the OpenGL dummy libraries
- \section2 How to build the OpengL dummy libraries
+ \section2 How to build the OpenGL Dummy Libraries
- Setup your build environment by defining where your compiler and sysroot
+ Set up your build environment by defining where your compiler and sysroot
are located:
\badcode
export CC=/opt/arm-toolchain/usr/bin/arm-linux-gnueabi-g++
@@ -84,9 +78,8 @@
cd client-dummy
./build-gcc.sh
\endcode
- That should generate a two files: libEGL.so, libGLESv2.so
+ That should generate two files: \c libEGL.so, \c libGLESv2.so
- \target Installation of Files
\section2 Installation of Files
Copy the include folder to the /usr/include folder in your sysroot. This
@@ -94,19 +87,18 @@
\badcode
cp -r include/* ${SYSROOT}/usr/include/
\endcode
- Copy libEGL.so and libGLESv2.so to the /usr/lib folder in your sysroot:
+ Copy \c libEGL.so and \c libGLESv2.so to the /usr/lib folder in your sysroot:
\badcode
cp src/lib*.so ${SYSROOT}/usr/lib/
\endcode
- Copy the libEGL.so and libGLESv2.so libraries to the target device image as well.
+ Copy the \c libEGL.so and \c libGLESv2.so libraries to the target device image as well.
- \target Building Qt
\section1 Building Qt
- When configuring Qt make sure to append -opengl es2 to your configure arguments.
+ When configuring Qt, make sure to append \c {-opengl es2} to your configure arguments.
- \target Building \RENDERER
+ \target building-renderer
\section1 Building \RENDERER
Build \RENDERER like any other Qt module:
@@ -116,11 +108,10 @@
make install
\endcode
- \target Deployment
\section1 Deployment
- Now when you deploy your Qt build to the device it will depend on the dummy
- libs libEGL.so and libGLESv2.so, but as long as you are using the \RENDERER
+ Now, when you deploy your Qt build to the device, it will depend on the dummy
+ libs \c libEGL.so and \c libGLESv2.so, but as long as you are using the \RENDERER
plugin you will be able to use Qt Quick 2 without actually making any
OpenGL or EGL calls.