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authorOliver Wolff <oliver.wolff@qt.io>2018-12-04 12:11:01 +0100
committerOliver Wolff <oliver.wolff@qt.io>2019-01-09 08:37:22 +0000
commit20e2c195f44286e91ed46d96a3b54c552e6e2943 (patch)
tree9b362a756386bd410b9c0e0df38d81ebeab99f5e
parentc556903f7571e9f533dc016a97f2189767058c70 (diff)
windows: Clarify dependencies for ANGLE when MSVC or MinGW is used
Change-Id: Id2bfc8476ddc4d46d92a2d5a27b195a60a96ab76 Reviewed-by: Dominik Holland <dominik.holland@pelagicore.com> Reviewed-by: Andre de la Rocha <andre.rocha@qt.io> Reviewed-by: Miguel Costa <miguel.costa@qt.io>
-rw-r--r--doc/src/platforms/windows.qdoc4
1 files changed, 4 insertions, 0 deletions
diff --git a/doc/src/platforms/windows.qdoc b/doc/src/platforms/windows.qdoc
index 4b6047c01..877b9340d 100644
--- a/doc/src/platforms/windows.qdoc
+++ b/doc/src/platforms/windows.qdoc
@@ -145,7 +145,11 @@
includes a version of the \l{ANGLE} project which is included from the
Windows Qt installers. ANGLE implements the
OpenGL ES 2.0 API on top of DirectX 11 or DirectX 9.
+
ANGLE requires that the DirectX SDK is installed when building Qt.
+ If MSVC is used, the DirectX SDK will be provided by the Windows SDK. In
+ this case, you will need at least Windows SDK 10.
+ For MinGW builds, you have to install the DirectX SDK provided by Microsoft.
ANGLE chooses the render backend depending on availability. DirectX 11
is usually preferable. However, some graphics cards may not fully