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authorGunnar Sletta <gunnar@trolltech.com>2009-08-27 03:52:16 (GMT)
committerGunnar Sletta <gunnar@trolltech.com>2009-08-27 05:10:06 (GMT)
commit62c33357cec8924f2383042c544636ec5aae1c97 (patch)
tree3c1c6f975710807d10546631b58fb0c52bd2fb50 /dist
parent4b112230229544b13c254acd8a10b67939c79f22 (diff)
parentc52061e7980fcde5d59a7657a254ce00d117b611 (diff)
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Merge branch '4.6' of git@scm.dev.nokia.troll.no:qt/qt into 4.6
Conflicts: src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
Diffstat (limited to 'dist')
-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.