From 297a36484574f3551f2e6ac5c29ea835709100e1 Mon Sep 17 00:00:00 2001 From: Martin Smith Date: Fri, 5 Feb 2010 12:23:36 +0100 Subject: doc: Fixed some qdoc warnings. --- doc/src/examples/hellogl_es.qdoc | 23 ----------------------- 1 file changed, 23 deletions(-) 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, -- cgit v0.12