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-rw-r--r--src/quick/doc/src/concepts/visualcanvas/adaptations.qdoc6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/quick/doc/src/concepts/visualcanvas/adaptations.qdoc b/src/quick/doc/src/concepts/visualcanvas/adaptations.qdoc
index bcfdf311af..ba5b97da39 100644
--- a/src/quick/doc/src/concepts/visualcanvas/adaptations.qdoc
+++ b/src/quick/doc/src/concepts/visualcanvas/adaptations.qdoc
@@ -35,7 +35,7 @@ Originally Qt Quick always relied on OpenGL (OpenGL ES 2.0 or OpenGL 2.0) for pa
the scene graph and rendering the results to a render target. From Qt 5.8 onwards
Qt Quick also supports rendering in software and with Direct3D 12.
-\section1 Switching between the adaptation used by the application
+\section1 Switching Between the Adaptation Used by the Application
The default rendering backend is still OpenGL, or - in Qt builds with disabled OpenGL support -
the software renderer. This can be overridden either by using an environment variable
@@ -261,7 +261,7 @@ offscreen render targets will be created with the specified sample count and a
quality of the maximum supported quality level. The backend automatically
performs resolving into the non-multisample swapchain buffers after each frame.
-\section2 Semi-transparent windows
+\section2 Semi-transparent Windows
When the alpha channel is enabled either via
QQuickWindow::setDefaultAlphaBuffer() or by setting alphaBufferSize to a
@@ -286,7 +286,7 @@ power-of-two images at the moment. Textures of other size will work too, but
this involves a QImage-based scaling on the CPU first. Therefore avoid enabling
mipmapping for NPOT images whenever possible.
-\section2 Image formats
+\section2 Image Formats
When creating textures via the C++ scenegraph APIs like
QQuickWindow::createTextureFromImage(), 32-bit formats will not involve any