From: Gunnar Sletta Date: Wed, 18 Apr 2012 06:29:56 +0000 (+0200) Subject: Add a note in the docs about FBO multisampling X-Git-Tag: 071012131707~605 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=c9bb27ace0e9a2eff42db450e65b044446a546ce;p=profile%2Fivi%2Fqtdeclarative.git Add a note in the docs about FBO multisampling Change-Id: I4c0b522ce937e681a9208cc94a1265f6b10ebcd3 Reviewed-by: Kim M. Kalland --- diff --git a/src/quick/items/qquickshadereffectsource.cpp b/src/quick/items/qquickshadereffectsource.cpp index fffa4d9..2078e70 100644 --- a/src/quick/items/qquickshadereffectsource.cpp +++ b/src/quick/items/qquickshadereffectsource.cpp @@ -527,6 +527,14 @@ QImage QQuickShaderEffectTexture::toImage() const border width falls outside the texture. To get the whole border, you can extend the \l sourceRect. + \note The ShaderEffectSource relies on FBO multisampling support + to antialias edges. If the underlying hardware does not support this, + which is the case for most embedded graphics chips, edges rendered + inside a ShaderEffectSource will not be antialiased. One way to remedy + this is to double the size of the effect source and render it with + \c {smooth: true}. This will be equivalent to 4x multisampling, at + the cost of lower performance and higher memory use. + \warning In most cases, using a ShaderEffectSource will decrease performance, and in all cases, it will increase video memory usage. Rendering through a ShaderEffectSource might also lead to lower quality