diff options
-rw-r--r-- | doc/src/deployment/deployment.qdoc | 2 | ||||
-rw-r--r-- | doc/src/examples/hellogl_es.qdoc | 23 | ||||
-rw-r--r-- | doc/src/qt4-intro.qdoc | 24 | ||||
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 30 |
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 |