Fixed some doc errors in QOpenGLFramebufferObject.

Change-Id: Ic132bc31f87900a492a80767aa247c71c48c4a10
Reviewed-on: http://codereview.qt-project.org/6334
Sanity-Review: Qt Sanity Bot <qt_sanity_bot@ovi.com>
Reviewed-by: Casper van Donderen <casper.vandonderen@nokia.com>
This commit is contained in:
Samuel Rødal 2011-10-10 14:56:30 +02:00 committed by Qt by Nokia
parent 0e611c34d7
commit d45502c2aa
2 changed files with 14 additions and 31 deletions

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@ -628,32 +628,6 @@ void QOpenGLFramebufferObjectPrivate::init(QOpenGLFramebufferObject *, const QSi
\bold{It is important to have a current GL context when creating a \bold{It is important to have a current GL context when creating a
QOpenGLFramebufferObject, otherwise initialization will fail.} QOpenGLFramebufferObject, otherwise initialization will fail.}
OpenGL framebuffer objects and pbuffers (see
\l{QOpenGLPixelBuffer}{QOpenGLPixelBuffer}) can both be used to render to
offscreen surfaces, but there are a number of advantages with
using framebuffer objects instead of pbuffers:
\list 1
\o A framebuffer object does not require a separate rendering
context, so no context switching will occur when switching
rendering targets. There is an overhead involved in switching
targets, but in general it is cheaper than a context switch to a
pbuffer.
\o Rendering to dynamic textures (i.e. render-to-texture
functionality) works on all platforms. No need to do explicit copy
calls from a render buffer into a texture, as was necessary on
systems that did not support the \c{render_texture} extension.
\o It is possible to attach several rendering buffers (or texture
objects) to the same framebuffer object, and render to all of them
without doing a context switch.
\o The OpenGL framebuffer extension is a pure GL extension with no
system dependant WGL, CGL, or GLX parts. This makes using
framebuffer objects more portable.
\endlist
When using a QPainter to paint to a QOpenGLFramebufferObject you should take When using a QPainter to paint to a QOpenGLFramebufferObject you should take
care that the QOpenGLFramebufferObject is created with the CombinedDepthStencil care that the QOpenGLFramebufferObject is created with the CombinedDepthStencil
attachment for QPainter to be able to render correctly. attachment for QPainter to be able to render correctly.
@ -678,8 +652,6 @@ void QOpenGLFramebufferObjectPrivate::init(QOpenGLFramebufferObject *, const QSi
As of Qt 4.8, it's possible to draw into a QOpenGLFramebufferObject As of Qt 4.8, it's possible to draw into a QOpenGLFramebufferObject
using a QPainter in a separate thread. Note that OpenGL 2.0 or using a QPainter in a separate thread. Note that OpenGL 2.0 or
OpenGL ES 2.0 is required for this to work. OpenGL ES 2.0 is required for this to work.
\sa {Framebuffer Object Example}
*/ */
@ -952,6 +924,18 @@ QSize QOpenGLFramebufferObject::size() const
return d->size; return d->size;
} }
/*!
\fn int QOpenGLFramebufferObject::width() const
Returns the width of the framebuffer object attachments.
*/
/*!
\fn int QOpenGLFramebufferObject::height() const
Returns the height of the framebuffer object attachments.
*/
/*! /*!
Returns the format of this framebuffer object. Returns the format of this framebuffer object.
*/ */
@ -1148,9 +1132,9 @@ bool QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()
/*! /*!
\overload \overload
\sa blitFramebuffer
*/
Convenience overload to blit between two framebuffer objects.
*/
void QOpenGLFramebufferObject::blitFramebuffer(QOpenGLFramebufferObject *target, void QOpenGLFramebufferObject::blitFramebuffer(QOpenGLFramebufferObject *target,
QOpenGLFramebufferObject *source, QOpenGLFramebufferObject *source,
GLbitfield buffers, GLenum filter) GLbitfield buffers, GLenum filter)

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@ -100,7 +100,6 @@ public:
QImage toImage() const; QImage toImage() const;
Attachment attachment() const; Attachment attachment() const;
QPaintEngine *paintEngine() const;
GLuint handle() const; GLuint handle() const;
static bool bindDefault(); static bool bindDefault();