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/****************************************************************************
**
** 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/
**
****************************************************************************/

/*!
    \contentspage{index.html}{Qt Quick 2D Renderer}
    \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 can not be
    supported.  The following are known limitations:

    \target ShaderEffects
    \section1 ShaderEffects
    ShaderEffect components in QtQuick 2 can not be rendered with \RENDERER.

    \target QtGraphicalEffects
    \section1 QtGraphicalEffects
    QtGraphicalEffects uses ShaderEffect items to render effects.  If you use a
    graphical effect from QtGraphicalEffects the you should not hide the source
    item so that the original item can still be rendered.

    \target Particles
    \section1 Particles
    It is not possible to render particle effects with \RENDERER. Whenever
    possible, remove particles completely from the scene. Otherwise, even
    though they are not visible with \RENDERER, a certain amount of processing
    is done for them.

    \target Sprites
    \section1 Sprites
    The Sprite item depends on OpenGL functions we dont have access to 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.

*/