Fix some capitalization issues in QVulkan docs

...and remove see-alsoing wrappers that do not get a doc page.

Change-Id: Ia26aeef3c142b15a47e650dfc7f64ad7339cc80d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
This commit is contained in:
Laszlo Agocs 2017-04-04 13:53:03 +02:00
parent 8b5aa7b6c4
commit 8f93d6632a
2 changed files with 6 additions and 6 deletions

View File

@ -431,7 +431,7 @@ QVulkanInstance::~QVulkanInstance()
/*!
\fn bool QVulkanLayer::operator==(const QVulkanLayer &other) const
Returns true if this vulkan layer and the \a other vulkan layer have
Returns true if this Vulkan layer and the \a other Vulkan layer have
the same name, version, and spec version.
*/
@ -454,8 +454,8 @@ QVulkanInstance::~QVulkanInstance()
/*!
\fn bool QVulkanExtension::operator==(const QVulkanExtension &other) const
Returns true if the name and version of this vulkan extension are the same
as the name and version of the \a other vulkan extension.
Returns true if the name and version of this Vulkan extension are the same
as the name and version of the \a other Vulkan extension.
*/
/*!

View File

@ -167,7 +167,7 @@ Q_LOGGING_CATEGORY(lcVk, "qt.vulkan")
manage additional resources directly via the Vulkan API.
\li The renderer lives in the gui/main thread, like the window itself. This
thread is then throttled to the presentation rate, similarly to how OpenGl
thread is then throttled to the presentation rate, similarly to how OpenGL
with a swap interval of 1 would behave. However, the renderer implementation
is free to utilize multiple threads in any way it sees fit. The accessors
like vulkanInstance(), currentCommandBuffer(), etc. can be called from any
@ -248,7 +248,7 @@ Q_LOGGING_CATEGORY(lcVk, "qt.vulkan")
\note QVulkanWindow does not expose device layers since this functionality
has been deprecated since version 1.0.13 of the Vulkan API.
\sa QVulkanInstance, QVulkanFunctions, QWindow
\sa QVulkanInstance, QWindow
*/
/*!
@ -2690,7 +2690,7 @@ QImage QVulkanWindow::grab()
/*!
Returns a pointer to a QMatrix4x4 that can be used to correct for coordinate
system differences between OpenGl and Vulkan.
system differences between OpenGL and Vulkan.
By pre-multiplying the projection matrix with this matrix, applications can
continue to assume OpenGL-style Y coordinates in clip space (i.e. Y pointing