From 9d29afe6b095d1fdb80326ff5fd87981e5763364 Mon Sep 17 00:00:00 2001 From: Giuseppe D'Angelo Date: Mon, 3 Feb 2014 11:28:59 +0100 Subject: [PATCH] QOpenGLTexture: remove typos in the docs Change-Id: Ia842c7f91eadefc6b5328d7d951c4e265c2c7432 Reviewed-by: Sean Harmer --- src/gui/opengl/qopengltexture.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/gui/opengl/qopengltexture.cpp b/src/gui/opengl/qopengltexture.cpp index 6a328436f6..1d16c3ecaa 100644 --- a/src/gui/opengl/qopengltexture.cpp +++ b/src/gui/opengl/qopengltexture.cpp @@ -2698,9 +2698,9 @@ QOpenGLTexture::SwizzleValue QOpenGLTexture::swizzleMask(SwizzleComponent compon If using a texture that has a combined depth/stencil format this function sets which component of the texture is accessed to \a mode. - When the parameter is set to ?DepthMode, then accessing it from the + When the parameter is set to DepthMode, then accessing it from the shader will access the depth component as a single float, as normal. But when - the parameter is set to StencilMode?, the shader will access the stencil component. + the parameter is set to StencilMode, the shader will access the stencil component. \note This function has no effect on Mac and Qt built for OpenGL ES 2. \sa depthStencilMode()