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-rw-r--r--src/quick/doc/src/concepts/effects/sprites.qdoc7
-rw-r--r--src/quick/doc/src/concepts/effects/transformations.qdoc2
2 files changed, 2 insertions, 7 deletions
diff --git a/src/quick/doc/src/concepts/effects/sprites.qdoc b/src/quick/doc/src/concepts/effects/sprites.qdoc
index edad89b1e5..62d9ea0811 100644
--- a/src/quick/doc/src/concepts/effects/sprites.qdoc
+++ b/src/quick/doc/src/concepts/effects/sprites.qdoc
@@ -26,13 +26,10 @@
****************************************************************************/
/*!
-\ingroup qtquick-images-sprites
\page qtquick-effects-sprites.html
\title Sprite Animations
\brief Sprite-based animations with flexible transitioning
-\generatelist{related}
-
\section1 Sprite Engine
The \l {Qt Quick} sprite engine is a stochastic state machine combined with the ability
@@ -167,9 +164,9 @@ Additionally, \l ImageParticle can use \l Sprite types to define sprites for eac
sprite engine per type. This works similarly to SpriteSequence, but it also has the parametrized variability provided
by the \l ImageParticle type.
-\section1 AnimatedSprite
+\section1 AnimatedSprite Type
-For use-cases which do not need to transition between animations, consider the \l AnimatedSprite type.
+For use-cases which do not need to transition between animations, consider the AnimatedSprite type.
This type displays sprite animations with the same input format, but only one at a time. It also provides more fine-grained
manual control, as there is no sprite engine managing the timing and transitions behind the scenes.
diff --git a/src/quick/doc/src/concepts/effects/transformations.qdoc b/src/quick/doc/src/concepts/effects/transformations.qdoc
index a5c7b9c208..cfe9d420fa 100644
--- a/src/quick/doc/src/concepts/effects/transformations.qdoc
+++ b/src/quick/doc/src/concepts/effects/transformations.qdoc
@@ -31,8 +31,6 @@
\title Qt Quick Transformation Types
\brief Types for applying transformations to visual types
-\generatelist{related}
-
Transformations are applied to child hierarchies and also will also transform
mouse and touch input so coordinates in event handlers behave as expected.