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-rw-r--r--src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc26
1 files changed, 12 insertions, 14 deletions
diff --git a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
index 099c7eb443..40d77c3d9b 100644
--- a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
+++ b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
@@ -106,7 +106,7 @@ during the updatePaintNode() call. The rule of thumb is to only
use classes with the "QSG" prefix inside the
QQuickItem::updatePaintNode() function.
-For more details, see the \l {Custom Geometry Example}.
+For more details, see the \l {Scene Graph - Custom Geometry}.
\section3 Preprocessing
@@ -140,7 +140,7 @@ type.
Below is a complete list of material classes:
\annotatedlist{qtquick-scenegraph-materials}
-For more details, see the \l {Simple Material Example}
+For more details, see the \l {Scene Graph - Simple Material}
\section2 Convenience Nodes
@@ -280,21 +280,19 @@ needed to perform the rendering. The downside is that Qt Quick decides
when to call the signals and this is the only time the OpenGL
application is allowed to draw.
-The \l {OpenGL Under QML} example gives an example on how to use use
-these signals.
-
+The \l {Scene Graph - OpenGL Under QML} example gives an example on
+how to use use these signals.
The other alternative is to create a FramebufferObject, render into it
and use the result as a textured node in the scene graph, for instance
-using a QSGSimpleTextureNode. A simple way of doing the same is to use
-a QQuickPaintedItem with QQuickPaintedItem::FramebufferObject as
-render target and by calling QPainter::beginNativePainting() before
-the OpenGL rendering and QPainter::endNativePainting() after. When
-OpenGL content is integrated with a texture and FramebufferObject, the
-application has more control over when the content is rendered. For
-instance, the application can create a second QOpenGLContext on the
-GUI thread which shares memory with the scene graph's OpenGL context
-and drive the rendering manually.
+using a QSGSimpleTextureNode. The \l {Scene Graph - Rendering FBOs}
+and \l {Scene Graph - Rendering FBOs in a thread} examples show how
+this can be done in an optimal manner.
+
+A simple way of doing the same is to use a QQuickPaintedItem with
+QQuickPaintedItem::FramebufferObject as render target and by calling
+QPainter::beginNativePainting() before the OpenGL rendering and
+QPainter::endNativePainting() after.
\warning When mixing OpenGL content with scene graph rendering, it is
important the application does not leave the OpenGL context in a state