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authorSamuel Rødal <sroedal@trolltech.com>2009-04-16 08:55:12 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-04-16 15:28:26 (GMT)
commita241ebac49f01ba0e26a177f1aadbd18c7e9cae7 (patch)
treec7e577ecf60c990a1a5a1902ba0637bd3187a4d6 /src/opengl/qgl.h
parent1e1371e19ae62a5bf57dcad8d53ac70dcd2ad0cb (diff)
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Use FBOs as pixmap backend in GL graphics system.
We now use FBOs to implement render-to-pixmap for the GL pixmap backend. A multisample FBO is used for rendering, and is then blitted onto a non-multisample FBO dynamically bound to the relevant texture. Reviewed-by: Tom
Diffstat (limited to 'src/opengl/qgl.h')
-rw-r--r--src/opengl/qgl.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/opengl/qgl.h b/src/opengl/qgl.h
index 32fbce2..19d779a 100644
--- a/src/opengl/qgl.h
+++ b/src/opengl/qgl.h
@@ -372,8 +372,8 @@ private:
friend QGLContextPrivate *qt_phonon_get_dptr(const QGLContext *);
#endif
friend class QGLFramebufferObject;
-#ifdef Q_WS_WIN
friend class QGLFramebufferObjectPrivate;
+#ifdef Q_WS_WIN
friend bool qt_resolve_GLSL_functions(QGLContext *ctx);
friend bool qt_createGLSLProgram(QGLContext *ctx, GLuint &program, const char *shader_src, GLuint &shader);
#endif