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-rw-r--r--src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc12
1 files changed, 3 insertions, 9 deletions
diff --git a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
index 691988999b..faec8df7e4 100644
--- a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
+++ b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
@@ -145,9 +145,6 @@ type.
Below is a complete list of material classes:
\annotatedlist{qtquick-scenegraph-materials}
-For more details, see the \l {Scene Graph - Simple Material}
-
-
\section2 Convenience Nodes
The scene graph API is low-level and focuses on performance rather than
@@ -196,7 +193,7 @@ the CPU at 100%. If a system is known to be unable to provide vsync-based
throttling, use the \c basic render loop instead by setting \c
{QSG_RENDER_LOOP=basic} in the environment.
-\section2 Threaded Render Loop ("threaded")
+\section2 Threaded Render Loop ('threaded')
On many configurations, the scene graph rendering will happen on a
dedicated render thread. This is done to increase parallelism of
@@ -279,7 +276,7 @@ change in future releases. It is always possible to force use of the
threaded renderer by setting \c {QSG_RENDER_LOOP=threaded} in the
environment.
-\section2 Non-threaded Render Loop ("basic")
+\section2 Non-threaded Render Loop ('basic')
The non-threaded render loop is currently used by default on Windows with
OpenGL when not using the system's standard opengl32.dll, \macos with OpenGL,
@@ -346,10 +343,7 @@ how to use these signals using Vulkan.
The other alternative, only available for OpenGL currently, is to create a
QQuickFramebufferObject, render into it, and let it be displayed in the scene
graph as a texture. The \l {Scene Graph - Rendering FBOs} example shows how
-this can be done. It is also possible to combine multiple rendering contexts
-and multiple threads to create content to be displayed in the scene graph. The
-\l {Scene Graph - Rendering FBOs in a thread} examples show how this can be
-done.
+this can be done.
Graphics APIs other than OpenGL can also follow this approach, even though
QQuickFramebufferObject does not currently support them. Creating and rendering