/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc ** All rights reserved. ** For any questions to Digia, please use the contact form at ** http://qt.digia.com/ ** ** This file is part of Qt Quick 2d Renderer. ** ** Licensees holding valid Qt Enterprise licenses may use this file in ** accordance with the Qt Enterprise License Agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. ** ** If you have questions regarding the use of this file, please use ** the contact form at http://qt.digia.com/ ** ****************************************************************************/ /*! \page qtquick2drenderer-limitations.html \previouspage qtquick2drenderer-installation-guide.html \nextpage qtquick2drenderer-performance.html \title Limitations Qt Quick 2 was designed to take full advantage of OpenGL to make the most out of available graphics hardware. By not relying on OpenGL, \RENDERER presents certain limitations regarding the available features. Since \RENDERER does not use OpenGL, there are some features that cannot be supported. The following are known limitations: \section1 Shader Effects ShaderEffect components in QtQuick 2 can not be rendered with \RENDERER. \section1 Qt Graphical Effects Module QtGraphicalEffects uses ShaderEffect items to render effects. If you use a graphical effect from QtGraphicalEffects, then you should not hide the source item so that the original item can still be rendered. \section1 Particle Effects It is not possible to render particle effects with \RENDERER. Whenever possible, remove particles completely from the scene. Otherwise they will still require some processing, even though they are not visible with \RENDERER. \target Sprites \section1 Sprites The Sprite item depends on inaccessible OpenGL functions and will not be visible. \target Text \section1 Text The text rendering with \RENDERER is based on software rasterization and does not respond as well to transformations such as scaling as when using OpenGL. The quality is similar to choosing \c Text.NativeRendering with QtQuick.Text items. */