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-rw-r--r--src/quick/scenegraph/coreapi/qsgrendernode.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgrendernode.cpp b/src/quick/scenegraph/coreapi/qsgrendernode.cpp
index ee9fd9fbbb..8012af9cfc 100644
--- a/src/quick/scenegraph/coreapi/qsgrendernode.cpp
+++ b/src/quick/scenegraph/coreapi/qsgrendernode.cpp
@@ -63,14 +63,14 @@ void QSGRenderNode::setInheritedOpacity(qreal opacity)
This function should return a mask where each bit represents OpenGL states changed by
the \l render() function:
\list
- \o DepthState - depth write mask, depth test enabled, depth comparison function
- \o StencilState - stencil write masks, stencil test enabled, stencil operations,
+ \li DepthState - depth write mask, depth test enabled, depth comparison function
+ \li StencilState - stencil write masks, stencil test enabled, stencil operations,
stencil comparison functions
- \o ScissorState - scissor enabled, scissor test enabled
- \o ColorState - clear color, color write mask
- \o BlendState - blend enabled, blend function
- \o CullState - front face, cull face enabled
- \o ViewportState - viewport
+ \li ScissorState - scissor enabled, scissor test enabled
+ \li ColorState - clear color, color write mask
+ \li BlendState - blend enabled, blend function
+ \li CullState - front face, cull face enabled
+ \li ViewportState - viewport
\endlist
The function is called by the renderer so it can reset the OpenGL states after rendering this
@@ -96,17 +96,17 @@ void QSGRenderNode::setInheritedOpacity(qreal opacity)
The following states are set before this function is called:
\list
- \o glDepthMask(false)
- \o glDisable(GL_DEPTH_TEST)
- \o glStencilMask(0)
- \o glEnable(GL_STENCIL_TEST)/glDisable(GL_STENCIL_TEST) depending on clip
- \o glStencilFunc(GL_EQUAL, state.stencilValue, 0xff) depending on clip
- \o glEnable(GL_SCISSOR_TEST)/glDisable(GL_SCISSOR_TEST) depending on clip
- \o glScissor(state.scissorRect.x(), state.scissorRect.y(),
+ \li glDepthMask(false)
+ \li glDisable(GL_DEPTH_TEST)
+ \li glStencilMask(0)
+ \li glEnable(GL_STENCIL_TEST)/glDisable(GL_STENCIL_TEST) depending on clip
+ \li glStencilFunc(GL_EQUAL, state.stencilValue, 0xff) depending on clip
+ \li glEnable(GL_SCISSOR_TEST)/glDisable(GL_SCISSOR_TEST) depending on clip
+ \li glScissor(state.scissorRect.x(), state.scissorRect.y(),
state.scissorRect.width(), state.scissorRect.height()) depending on clip
- \o glEnable(GL_BLEND)
- \o glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
- \o glDisable(GL_CULL_FACE)
+ \li glEnable(GL_BLEND)
+ \li glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
+ \li glDisable(GL_CULL_FACE)
\endlist
States that are not listed above, but are included in \l StateFlags, can have arbitrary