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-rw-r--r--doc/src/examples/hellogl_es.qdoc23
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diff --git a/doc/src/examples/hellogl_es.qdoc b/doc/src/examples/hellogl_es.qdoc
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--- 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,