\brief \a useAlpha specifies whether to use alpha transparency on newly created windows.
\since 5.1
- In any application which expects to create translucent windows, it's
- necessary to set this to true before creating the first QQuickWindow,
- because all windows will share the same \l QOpenGLContext. The default
- value is false.
+ In any application which expects to create translucent windows, it's necessary to set
+ this to true before creating the first QQuickWindow. The default value is false.
+
+ \note This function affects the size of the alpha buffer in the format returned by
+ defaultFormat(). Enabling alpha via this function and passing a format with alpha
+ buffer size 8 to setDefaultFormat() are equivalent.
+
+ \sa hasDefaultAlphaBuffer(), setDefaultFormat(), defaultFormat()
*/
void QQuickWindow::setDefaultAlphaBuffer(bool useAlpha)
{
}
/*!
- * \brief QQuickWindow::setDefaultFormat
- * \since 5.4
- * @brief Sets the global default surface format that is used for all new QQuickWindow instances.
- *
- * While it is possible to specify a QSurfaceFormat for every QQuickWindow by
- * calling the member function setFormat(), windows may also be created from
- * QML by using the Window and ApplicationWindow elements. In this case there
- * is no C++ code involved in the creation of the window instance, yet
- * applications may still wish to set certain surface format values, for
- * example to request a given OpenGL version or profile. Such applications can
- * call this static functions in main(). \a format will be used for all Quick
- * windows created afterwards.
- *
- * \note The default value for the default format is not necessarily a
- * default-constructed QSurfaceFormat. It may already have depth, stencil and alpha
- * buffer sizes set. Unless there is a need to change all these sizes, the format should
- * first be queried via defaultFormat() and the changes should be applied to that,
- * instead of merely starting with default-constructed QSurfaceFormat.
- *
- * \sa setFormat(), format(), defaultFormat()
+ \brief QQuickWindow::setDefaultFormat
+ \since 5.4
+ @brief Sets the global default surface format that is used for all new QQuickWindow instances.
+
+ While it is possible to specify a QSurfaceFormat for every QQuickWindow by
+ calling the member function setFormat(), windows may also be created from
+ QML by using the Window and ApplicationWindow elements. In this case there
+ is no C++ code involved in the creation of the window instance, yet
+ applications may still wish to set certain surface format values, for
+ example to request a given OpenGL version or profile. Such applications can
+ call this static functions in main(). \a format will be used for all Quick
+ windows created afterwards.
+
+ \note The default value for the default format is not necessarily a
+ default-constructed QSurfaceFormat. It may already have depth, stencil and alpha
+ buffer sizes set. Unless there is a need to change all these sizes, the format should
+ first be queried via defaultFormat() and the changes should be applied to that,
+ instead of merely starting with a default-constructed QSurfaceFormat.
+
+ \sa setFormat(), format(), defaultFormat()
*/
void QQuickWindow::setDefaultFormat(const QSurfaceFormat &format)
{
}
/*!
- * \brief QQuickWindow::defaultFormat
- * \since 5.4
- * \return The global default surface format that is used for all QQuickWindow instances.
- * \note This function requires a QGuiApplication or QApplication instance.
+ \brief QQuickWindow::defaultFormat
+ \since 5.4
+
+ \return The global default surface format that is used for all QQuickWindow instances.
+
+ \note This function requires a QGuiApplication or QApplication instance.
+
+ \sa setDefaultFormat()
*/
QSurfaceFormat QQuickWindow::defaultFormat()
{
}
/*!
- * \brief QQuickWindow::glslVersion
- * \since 5.4
- * \return The OpenGL Shading Language version for this window.
- *
- * QML components that need to be usable on different platforms and environments may need
- * to deal with different OpenGL versions if they include ShaderEffect items. The source
- * code for a given shader may not be compatible with an OpenGL context that targets a
- * different OpenGL version or profile, hence it might be necessary to provide multiple
- * versions of the shader. This property helps in deciding which shader source should be
- * chosen.
- *
- * The value corresponds to GLSL version declarations, for example an OpenGL 4.2 core
- * profile context will result in the value \e{420 core}, while an OpenGL ES 3.0 context
- * gives \e{300 es}. For OpenGL (ES) 2 the value will be an empty string since the
- * corresponding shading language does not use version declarations.
- *
- * \note The value does not necessarily indicate that the shader source must target that
- * specific version. For example, compatibility profiles and ES 3.x all allow using
- * OpenGL 2 style shaders. The most important for reusable components is to check for
- * core profiles since these do not accept shaders with the old syntax.
- *
- * \sa setFormat(), glslIsCoreProfile()
+ \brief QQuickWindow::glslVersion
+ \since 5.4
+ \return The OpenGL Shading Language version for this window.
+
+ QML components that need to be usable on different platforms and environments may need
+ to deal with different OpenGL versions if they include ShaderEffect items. The source
+ code for a given shader may not be compatible with an OpenGL context that targets a
+ different OpenGL version or profile, hence it might be necessary to provide multiple
+ versions of the shader. This property helps in deciding which shader source should be
+ chosen.
+
+ The value corresponds to GLSL version declarations, for example an OpenGL 4.2 core
+ profile context will result in the value \e{420 core}, while an OpenGL ES 3.0 context
+ gives \e{300 es}. For OpenGL (ES) 2 the value will be an empty string since the
+ corresponding shading language does not use version declarations.
+
+ \note The value does not necessarily indicate that the shader source must target that
+ specific version. For example, compatibility profiles and ES 3.x all allow using
+ OpenGL 2 style shaders. The most important for reusable components is to check for
+ core profiles since these do not accept shaders with the old syntax.
+
+ \sa setFormat(), setDefaultFormat(), glslIsCoreProfile()
*/
QString QQuickWindow::glslVersion() const
{
}
/*!
- * \brief QQuickWindow::glslIsCoreProfile
- * \since 5.4
- * \return True if the window is rendering using OpenGL core profile.
- *
- * This is convenience function to check if the window's OpenGL context is a core profile
- * context. It is more efficient to perform the check via this function than parsing the
- * string returned from glslVersion().
- *
- * Resusable QML components will typically use this function in bindings in order to
- * choose between core and non core profile compatible shader sources.
- *
- * To retrieve more information about the shading language, use glslVersion().
- *
- * \sa glslVersion()
+ \brief QQuickWindow::glslIsCoreProfile
+ \since 5.4
+ \return True if the window is rendering using OpenGL core profile.
+
+ This is convenience function to check if the window's OpenGL context is a core profile
+ context. It is more efficient to perform the check via this function than parsing the
+ string returned from glslVersion().
+
+ Resusable QML components will typically use this function in bindings in order to
+ choose between core and non core profile compatible shader sources.
+
+ To retrieve more information about the shading language, use glslVersion().
+
+ \sa glslVersion(), setFormat(), setDefaultFormat()
*/
bool QQuickWindow::glslIsCoreProfile() const
{