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authorDavid Boddie <dboddie@trolltech.com>2009-08-26 15:50:44 (GMT)
committerDavid Boddie <dboddie@trolltech.com>2009-08-26 15:50:44 (GMT)
commit1be8c6dc12b0158955bf88af450982d6688754d9 (patch)
tree1b80419c0b8ccd5bab30bc64cf64472b9f6b82c5 /dist/changes-4.6.0
parent2b7aaf18660fb6639a97b0421563696648384948 (diff)
parent9385eebd22e005ff6027594ea643a8f46ed2e3e3 (diff)
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Merge branch '4.6' of git@scm.dev.nokia.troll.no:qt/qt into 4.6
Diffstat (limited to 'dist/changes-4.6.0')
-rw-r--r--dist/changes-4.6.011
1 files changed, 7 insertions, 4 deletions
diff --git a/dist/changes-4.6.0 b/dist/changes-4.6.0
index 8c2c2c8..194d670 100644
--- a/dist/changes-4.6.0
+++ b/dist/changes-4.6.0
@@ -49,10 +49,13 @@ information about a particular change.
this is that Nokia focuses on OpenGL for desktop hardware accelerated
rendering.
- - When mixing OpenGL and QPainter calls you need to first call syncState()
- on the paint engine, for example "painter->paintEngine()->syncState()".
- This is to ensure that the engine flushes any pending drawing and sets up
- the GL modelview/projection matrices properly.
+ - When mixing OpenGL and QPainter calls you need to surround your custom
+ OpenGL calls with QPainter::beginNativePainting() and
+ QPainter::endNativePainting().
+ This is to ensure that the paint engine flushes any pending drawing and sets
+ up the GL modelview/projection matrices properly before you can issue custom
+ OpenGL calls, and to let the paint engine synchronize to the painter state
+ before resuming regular QPainter based drawing.
- Graphics View has undergone heavy optimization work, and as a result of
this work, the following behavior changes were introduced.