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authorThiago Macieira <thiago.macieira@nokia.com>2009-08-27 15:19:28 (GMT)
committerThiago Macieira <thiago.macieira@nokia.com>2009-08-27 15:19:28 (GMT)
commit162892030766ffe8711888ea9e8d3a368c6a75b2 (patch)
treeddfda2e163fdce5d7ead7ac1fbd7aedb4bb06b79 /dist
parent0bc91ae61b07751f44210e1b772679c0a180c900 (diff)
parent26b8b6783afe2c1c9f27c935eb46c05229757af1 (diff)
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Merge branch '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.