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-rw-r--r--doc/src/deployment/deployment.qdoc2
-rw-r--r--doc/src/examples/hellogl_es.qdoc23
-rw-r--r--doc/src/qt4-intro.qdoc24
-rw-r--r--src/opengl/qglshaderprogram.cpp30
4 files changed, 40 insertions, 39 deletions
diff --git a/doc/src/deployment/deployment.qdoc b/doc/src/deployment/deployment.qdoc
index bc6ae98..005f066 100644
--- a/doc/src/deployment/deployment.qdoc
+++ b/doc/src/deployment/deployment.qdoc
@@ -109,8 +109,6 @@
\row
\o \l {Phonon Module}{Phonon}
\o \l {Qt3Support}
- \o \l {}
- \o \l {}
\endtable
Since Qt is not a system library, it has to be redistributed along
diff --git a/doc/src/examples/hellogl_es.qdoc b/doc/src/examples/hellogl_es.qdoc
index fca1150..67a83e0 100644
--- a/doc/src/examples/hellogl_es.qdoc
+++ b/doc/src/examples/hellogl_es.qdoc
@@ -64,29 +64,6 @@
the OpenGL ES window within the native window manager. In
QGLWidget::initializeGL() we initialize OpenGL ES.
- \section1 Using OpenGL ES rendering commands
-
- To update the scene, we reimplment QGLWidget::paintGL(). We use OpenGL ES
- rendering commands just like we do with standard OpenGL. Since the OpenGL
- ES common light profile only supports fixed point functions, we need to
- abstract it somehow. Hence, we define an abstraction layer in
- \c{cl_helper.h}.
-
- \snippet examples/opengl/hellogl_es/cl_helper.h 0
-
- Instead of \c glFogxv() or \c glFogfv() we use \c q_glFogv() and to
- convert the coordinates of a vertice we use the macro \c f2vt(). That way,
- if QT_OPENGL_ES_CL is defined we use the fixed point functions and every
- float is converted to fixed point.
-
- If QT_OPENGL_ES_CL is not defined we use the floating point functions.
-
- \snippet examples/opengl/hellogl_es/cl_helper.h 1
-
- This way we support OpenGL ES Common and Common Light with the same code
- and abstract the fact that we use either the floating point functions or
- otherwise the fixed point functions.
-
\section1 Porting OpenGL to OpenGL ES
Since OpenGL ES is missing the immediate mode and does not support quads,
diff --git a/doc/src/qt4-intro.qdoc b/doc/src/qt4-intro.qdoc
index daceba5..5344bcc 100644
--- a/doc/src/qt4-intro.qdoc
+++ b/doc/src/qt4-intro.qdoc
@@ -457,6 +457,30 @@
*/
/*!
+ \page qt4-7-intro.html
+ \title What's New in Qt 4.7
+
+ Qt 4.7 provides many improvements and enhancements over the
+ previous releases in the Qt 4 series. This document covers the
+ most important features in this release, separated by category.
+
+ A list of other Qt 4 features can be found on the \bold{\l{What's
+ New in Qt 4}} page.
+
+ \bold{Highlights}
+
+ \tableofcontents
+
+ \section1 New Classes, Functions, Macros, etc.
+
+ Links to new classes, functions, macros, and other items
+ introduced in Qt 4.7.
+
+ \sincelist 4.7
+
+*/
+
+/*!
\page qt4-6-intro.html
\title What's New in Qt 4.6
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp
index 255d51a..8fd4acf 100644
--- a/src/opengl/qglshaderprogram.cpp
+++ b/src/opengl/qglshaderprogram.cpp
@@ -1555,8 +1555,8 @@ void QGLShaderProgram::setAttributeArray
indicates the number of components per vertex: 1, 2, 3, or 4.
The array will become active when enableAttributeArray() is called
- on the \a location. Otherwise the value specified with
- setAttributeValue() for \a location will be used.
+ on the \a name. Otherwise the value specified with
+ setAttributeValue() for \a name will be used.
The setAttributeBuffer() function can be used to set the attribute
array to an offset within a vertex buffer.
@@ -1572,15 +1572,16 @@ void QGLShaderProgram::setAttributeArray
}
/*!
- Sets an array of vertex values on the attribute at \a location
- in this shader program, starting at a specific \a offset in the
+ Sets an array of vertex values on the attribute at \a location in
+ this shader program, starting at a specific \a offset in the
currently bound vertex buffer. The \a stride indicates the number
of bytes between vertices. A default \a stride value of zero
- indicates that the vertices are densely packed in \a values.
+ indicates that the vertices are densely packed in the value array.
- The \a type indicates the type of elements in the \a values array,
- usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize
- indicates the number of components per vertex: 1, 2, 3, or 4.
+ The \a type indicates the type of elements in the vertex value
+ array, usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a
+ tupleSize indicates the number of components per vertex: 1, 2, 3,
+ or 4.
The array will become active when enableAttributeArray() is called
on the \a location. Otherwise the value specified with
@@ -1607,15 +1608,16 @@ void QGLShaderProgram::setAttributeBuffer
in this shader program, starting at a specific \a offset in the
currently bound vertex buffer. The \a stride indicates the number
of bytes between vertices. A default \a stride value of zero
- indicates that the vertices are densely packed in \a values.
+ indicates that the vertices are densely packed in the value array.
- The \a type indicates the type of elements in the \a values array,
- usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize
- indicates the number of components per vertex: 1, 2, 3, or 4.
+ The \a type indicates the type of elements in the vertex value
+ array, usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a
+ tupleSize indicates the number of components per vertex: 1, 2, 3,
+ or 4.
The array will become active when enableAttributeArray() is called
- on the \a location. Otherwise the value specified with
- setAttributeValue() for \a location will be used.
+ on the \a name. Otherwise the value specified with
+ setAttributeValue() for \a name will be used.
\sa setAttributeArray()
\since 4.7