diff options
Diffstat (limited to 'src/imports/shaders/shadereffectsource.cpp')
-rw-r--r-- | src/imports/shaders/shadereffectsource.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/imports/shaders/shadereffectsource.cpp b/src/imports/shaders/shadereffectsource.cpp index fb333183..57e0f43b 100644 --- a/src/imports/shaders/shadereffectsource.cpp +++ b/src/imports/shaders/shadereffectsource.cpp @@ -51,7 +51,7 @@ \ingroup qml-shader-elements \brief The ShaderEffectSource object encapsulates the source content for the ShaderEffectItem. - ShaderEffectSource is available in the \bold{Qt.labs.shaders 1.0} module. + ShaderEffectSource is available in the \b{Qt.labs.shaders 1.0} module. \e {Elements in the Qt.labs module are not guaranteed to remain compatible in future versions.} @@ -241,10 +241,10 @@ void ShaderEffectSource::setHideSource(bool hide) This property defines the wrap parameter for the source after it has been mapped as a texture. \list - \o ShaderEffectSource.ClampToEdge - Causes texturecoordinates to be clamped to the range [ 1/2*N , 1 - 1/2*N ], where N is the texture width. - \o ShaderEffectSource.RepeatHorizontally - Causes the integer part of the horizontal texturecoordinate to be ignored; the GL uses only the fractional part, thereby creating a horizontal repeating pattern. - \o ShaderEffectSource.RepeatVertically - Causes the integer part of the vertical texturecoordinate to be ignored; the GL uses only the fractional part, thereby creating a vertical repeating pattern. - \o ShaderEffectSource.Repeat - Causes the integer part of both the horizontal and vertical texturecoordinates to be ignored; the GL uses only the fractional part, thereby creating a repeating pattern. + \li ShaderEffectSource.ClampToEdge - Causes texturecoordinates to be clamped to the range [ 1/2*N , 1 - 1/2*N ], where N is the texture width. + \li ShaderEffectSource.RepeatHorizontally - Causes the integer part of the horizontal texturecoordinate to be ignored; the GL uses only the fractional part, thereby creating a horizontal repeating pattern. + \li ShaderEffectSource.RepeatVertically - Causes the integer part of the vertical texturecoordinate to be ignored; the GL uses only the fractional part, thereby creating a vertical repeating pattern. + \li ShaderEffectSource.Repeat - Causes the integer part of both the horizontal and vertical texturecoordinates to be ignored; the GL uses only the fractional part, thereby creating a repeating pattern. \endlist The default value is ClampToEdge. |