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<li>Qt 5.5</li>
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<li>QSGTexture</li>
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<li class="level1"><a href="#public-types">Public Types</a></li>
<li class="level1"><a href="#public-functions">Public Functions</a></li>
<li class="level1"><a href="#details">Detailed Description</a></li>
<li class="level2"><a href="#texture-atlasses">Texture Atlasses</a></li>
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<h1 class="title">QSGTexture Class</h1>
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<p>The <a href="qsgtexture.html">QSGTexture</a> class is a baseclass for textures used in the scene graph. <a href="#details">More...</a></p>
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<tr><td class="memItemLeft rightAlign topAlign"> Header:</td><td class="memItemRight bottomAlign"> <span class="preprocessor">#include <QSGTexture></span>
</td></tr><tr><td class="memItemLeft rightAlign topAlign"> qmake:</td><td class="memItemRight bottomAlign"> QT += quick</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherits:</td><td class="memItemRight bottomAlign"> </td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherited By:</td><td class="memItemRight bottomAlign"> <p><a href="qsgdynamictexture.html">QSGDynamicTexture</a></p>
</td></tr></table></div><ul>
<li><a href="qsgtexture-members.html">List of all members, including inherited members</a></li>
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<a name="public-types"></a>
<h2 id="public-types">Public Types</h2>
<div class="table"><table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#Filtering-enum">Filtering</a></b> { None, Nearest, Linear }</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#WrapMode-enum">WrapMode</a></b> { Repeat, ClampToEdge }</td></tr>
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<a name="public-functions"></a>
<h2 id="public-functions">Public Functions</h2>
<div class="table"><table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#QSGTexture">QSGTexture</a></b>()</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#dtor.QSGTexture">~QSGTexture</a></b>()</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#bind">bind</a></b>() = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QRectF </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#convertToNormalizedSourceRect">convertToNormalizedSourceRect</a></b>(const QRectF &<i> rect</i>) const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGTexture::Filtering </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#filtering">filtering</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual bool </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#hasAlphaChannel">hasAlphaChannel</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual bool </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#hasMipmaps">hasMipmaps</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGTexture::WrapMode </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#horizontalWrapMode">horizontalWrapMode</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual bool </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#isAtlasTexture">isAtlasTexture</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGTexture::Filtering </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#mipmapFiltering">mipmapFiltering</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QRectF </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#normalizedTextureSubRect">normalizedTextureSubRect</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QSGTexture * </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#removedFromAtlas">removedFromAtlas</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#setFiltering">setFiltering</a></b>(Filtering<i> filter</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#setHorizontalWrapMode">setHorizontalWrapMode</a></b>(WrapMode<i> hwrap</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#setMipmapFiltering">setMipmapFiltering</a></b>(Filtering<i> filter</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#setVerticalWrapMode">setVerticalWrapMode</a></b>(WrapMode<i> vwrap</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual int </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#textureId">textureId</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QSize </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#textureSize">textureSize</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#updateBindOptions">updateBindOptions</a></b>(bool<i> force</i> = false)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGTexture::WrapMode </td><td class="memItemRight bottomAlign"><b><a href="qsgtexture.html#verticalWrapMode">verticalWrapMode</a></b>() const</td></tr>
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<a name="details"></a>
<!-- $$$QSGTexture-description -->
<div class="descr">
<h2 id="details">Detailed Description</h2>
<p>The <a href="qsgtexture.html">QSGTexture</a> class is a baseclass for textures used in the scene graph.</p>
<p>Users can freely implement their own texture classes to support arbitrary input textures, such as YUV video frames or 8 bit alpha masks. The scene graph backend provides a default implementation of normal color textures. As the implementation of these may be hardware specific, they are constructed via the factory function <a href="qquickwindow.html#createTextureFromImage">QQuickWindow::createTextureFromImage</a>().</p>
<p>The texture is a wrapper around an OpenGL texture, which texture id is given by <a href="qsgtexture.html#textureId">textureId</a>() and which size in pixels is given by <a href="qsgtexture.html#textureSize">textureSize</a>(). <a href="qsgtexture.html#hasAlphaChannel">hasAlphaChannel</a>() reports if the texture contains opacity values and <a href="qsgtexture.html#hasMipmaps">hasMipmaps</a>() reports if the texture contains mipmap levels.</p>
<p>To use a texture, call the <a href="qsgtexture.html#bind">bind</a>() function. The texture parameters specifying how the texture is bound, can be specified with <a href="qsgtexture.html#setMipmapFiltering">setMipmapFiltering</a>(), <a href="qsgtexture.html#setFiltering">setFiltering</a>(), <a href="qsgtexture.html#setHorizontalWrapMode">setHorizontalWrapMode</a>() and <a href="qsgtexture.html#setVerticalWrapMode">setVerticalWrapMode</a>(). The texture will internally try to store these values to minimize the OpenGL state changes when the texture is bound.</p>
<a name="texture-atlasses"></a>
<h3 >Texture Atlasses</h3>
<p>Some scene graph backends use texture atlasses, grouping multiple small textures into one large texture. If this is the case, the function <a href="qsgtexture.html#isAtlasTexture">isAtlasTexture</a>() will return true. Atlasses are used to aid the rendering algorithm to do better sorting which increases performance. The location of the texture inside the atlas is given with the <a href="qsgtexture.html#normalizedTextureSubRect">normalizedTextureSubRect</a>() function.</p>
<p>If the texture is used in such a way that atlas is not preferable, the function <a href="qsgtexture.html#removedFromAtlas">removedFromAtlas</a>() can be used to extract a non-atlassed copy.</p>
<p><b>Note: </b>All classes with QSG prefix should be used solely on the scene graph's rendering thread. See <a href="qtquick-visualcanvas-scenegraph.html#scene-graph-and-rendering">Scene Graph and Rendering</a> for more information.</p></div>
<p><b>See also </b><a href="qtquick-scenegraph-textureinsgnode-example.html">Scene Graph - Rendering FBOs</a> and <a href="qtquick-scenegraph-textureinthread-example.html">Scene Graph - Rendering FBOs in a thread</a>.</p>
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<div class="types">
<h2>Member Type Documentation</h2>
<!-- $$$Filtering$$$None$$$Nearest$$$Linear -->
<h3 class="fn" id="Filtering-enum"><a name="Filtering-enum"></a>enum QSGTexture::<span class="name">Filtering</span></h3>
<p>Specifies how sampling of texels should filter when texture coordinates are not pixel aligned.</p>
<div class="table"><table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr>
<tr><td class="topAlign"><code>QSGTexture::None</code></td><td class="topAlign"><code>0</code></td><td class="topAlign">No filtering should occur. This value is only used together with <a href="qsgtexture.html#setMipmapFiltering">setMipmapFiltering</a>().</td></tr>
<tr><td class="topAlign"><code>QSGTexture::Nearest</code></td><td class="topAlign"><code>1</code></td><td class="topAlign">Sampling returns the nearest texel.</td></tr>
<tr><td class="topAlign"><code>QSGTexture::Linear</code></td><td class="topAlign"><code>2</code></td><td class="topAlign">Sampling returns a linear interpolation of the neighboring texels.</td></tr>
</table></div>
<!-- @@@Filtering -->
<!-- $$$WrapMode$$$Repeat$$$ClampToEdge -->
<h3 class="fn" id="WrapMode-enum"><a name="WrapMode-enum"></a>enum QSGTexture::<span class="name">WrapMode</span></h3>
<p>Specifies how the texture should treat texture coordinates.</p>
<div class="table"><table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr>
<tr><td class="topAlign"><code>QSGTexture::Repeat</code></td><td class="topAlign"><code>0</code></td><td class="topAlign">Only the factional part of the texture coordiante is used, causing values above 1 and below 0 to repeat.</td></tr>
<tr><td class="topAlign"><code>QSGTexture::ClampToEdge</code></td><td class="topAlign"><code>1</code></td><td class="topAlign">Values above 1 are clamped to 1 and values below 0 are clamped to 0.</td></tr>
</table></div>
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</div>
<div class="func">
<h2>Member Function Documentation</h2>
<!-- $$$QSGTexture[overload1]$$$QSGTexture -->
<h3 class="fn" id="QSGTexture"><a name="QSGTexture"></a>QSGTexture::<span class="name">QSGTexture</span>()</h3>
<p>Constructs the <a href="qsgtexture.html">QSGTexture</a> base class.</p>
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<!-- $$$~QSGTexture[overload1]$$$~QSGTexture -->
<h3 class="fn" id="dtor.QSGTexture"><a name="dtor.QSGTexture"></a>QSGTexture::<span class="name">~QSGTexture</span>()</h3>
<p>Destroys the <a href="qsgtexture.html">QSGTexture</a>.</p>
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<!-- $$$bind[overload1]$$$bind -->
<h3 class="fn" id="bind"><a name="bind"></a><code>[pure virtual] </code><span class="type">void</span> QSGTexture::<span class="name">bind</span>()</h3>
<p>Call this function to bind this texture to the current texture target.</p>
<p>Binding a texture may also include uploading the texture data from a previously set QImage.</p>
<p><b>Warning:</b> This function can only be called from the rendering thread.</p>
<!-- @@@bind -->
<!-- $$$convertToNormalizedSourceRect[overload1]$$$convertToNormalizedSourceRectconstQRectF& -->
<h3 class="fn" id="convertToNormalizedSourceRect"><a name="convertToNormalizedSourceRect"></a><span class="type">QRectF</span> QSGTexture::<span class="name">convertToNormalizedSourceRect</span>(const <span class="type">QRectF</span> &<i> rect</i>) const</h3>
<p>Returns <i>rect</i> converted to normalized coordinates.</p>
<p><b>See also </b><a href="qsgtexture.html#normalizedTextureSubRect">normalizedTextureSubRect</a>().</p>
<!-- @@@convertToNormalizedSourceRect -->
<!-- $$$filtering[overload1]$$$filtering -->
<h3 class="fn" id="filtering"><a name="filtering"></a><span class="type"><a href="qsgtexture.html#Filtering-enum">QSGTexture::Filtering</a></span> QSGTexture::<span class="name">filtering</span>() const</h3>
<p>Returns the sampling mode to be used for this texture.</p>
<p><b>See also </b><a href="qsgtexture.html#setFiltering">setFiltering</a>().</p>
<!-- @@@filtering -->
<!-- $$$hasAlphaChannel[overload1]$$$hasAlphaChannel -->
<h3 class="fn" id="hasAlphaChannel"><a name="hasAlphaChannel"></a><code>[pure virtual] </code><span class="type">bool</span> QSGTexture::<span class="name">hasAlphaChannel</span>() const</h3>
<p>Returns true if the texture data contains an alpha channel.</p>
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<!-- $$$hasMipmaps[overload1]$$$hasMipmaps -->
<h3 class="fn" id="hasMipmaps"><a name="hasMipmaps"></a><code>[pure virtual] </code><span class="type">bool</span> QSGTexture::<span class="name">hasMipmaps</span>() const</h3>
<p>Returns true if the texture data contains mipmap levels.</p>
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<!-- $$$horizontalWrapMode[overload1]$$$horizontalWrapMode -->
<h3 class="fn" id="horizontalWrapMode"><a name="horizontalWrapMode"></a><span class="type"><a href="qsgtexture.html#WrapMode-enum">QSGTexture::WrapMode</a></span> QSGTexture::<span class="name">horizontalWrapMode</span>() const</h3>
<p>Returns the horizontal wrap mode to be used for this texture.</p>
<p><b>See also </b><a href="qsgtexture.html#setHorizontalWrapMode">setHorizontalWrapMode</a>().</p>
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<!-- $$$isAtlasTexture[overload1]$$$isAtlasTexture -->
<h3 class="fn" id="isAtlasTexture"><a name="isAtlasTexture"></a><code>[virtual] </code><span class="type">bool</span> QSGTexture::<span class="name">isAtlasTexture</span>() const</h3>
<p>Returns weither this texture is part of an atlas or not.</p>
<p>The default implementation returns false.</p>
<!-- @@@isAtlasTexture -->
<!-- $$$mipmapFiltering[overload1]$$$mipmapFiltering -->
<h3 class="fn" id="mipmapFiltering"><a name="mipmapFiltering"></a><span class="type"><a href="qsgtexture.html#Filtering-enum">QSGTexture::Filtering</a></span> QSGTexture::<span class="name">mipmapFiltering</span>() const</h3>
<p>Returns whether mipmapping should be used when sampling from this texture.</p>
<p><b>See also </b><a href="qsgtexture.html#setMipmapFiltering">setMipmapFiltering</a>().</p>
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<!-- $$$normalizedTextureSubRect[overload1]$$$normalizedTextureSubRect -->
<h3 class="fn" id="normalizedTextureSubRect"><a name="normalizedTextureSubRect"></a><code>[virtual] </code><span class="type">QRectF</span> QSGTexture::<span class="name">normalizedTextureSubRect</span>() const</h3>
<p>Returns the rectangle inside <a href="qsgtexture.html#textureSize">textureSize</a>() that this texture represents in normalized coordinates.</p>
<p>The default implementation returns a rect at position (0, 0) with width and height of 1.</p>
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<!-- $$$removedFromAtlas[overload1]$$$removedFromAtlas -->
<h3 class="fn" id="removedFromAtlas"><a name="removedFromAtlas"></a><code>[virtual] </code><span class="type"><a href="qsgtexture.html#QSGTexture">QSGTexture</a></span> * QSGTexture::<span class="name">removedFromAtlas</span>() const</h3>
<p>This function returns a copy of the current texture which is removed from its atlas.</p>
<p>The current texture remains unchanged, so texture coordinates do not need to be updated.</p>
<p>Removing a texture from an atlas is primarily useful when passing it to a shader that operates on the texture coordinates 0-1 instead of the texture subrect inside the atlas.</p>
<p>If the texture is not part of a texture atlas, this function returns 0.</p>
<p>Implementations of this function are recommended to return the same instance for multiple calls to limit memory usage.</p>
<p><b>Warning:</b> This function can only be called from the rendering thread.</p>
<!-- @@@removedFromAtlas -->
<!-- $$$setFiltering[overload1]$$$setFilteringFiltering -->
<h3 class="fn" id="setFiltering"><a name="setFiltering"></a><span class="type">void</span> QSGTexture::<span class="name">setFiltering</span>(<span class="type"><a href="qsgtexture.html#Filtering-enum">Filtering</a></span><i> filter</i>)</h3>
<p>Sets the sampling mode to be used for the upcoming <a href="qsgtexture.html#bind">bind</a>() call to <i>filter</i>.</p>
<p><b>See also </b><a href="qsgtexture.html#filtering">filtering</a>().</p>
<!-- @@@setFiltering -->
<!-- $$$setHorizontalWrapMode[overload1]$$$setHorizontalWrapModeWrapMode -->
<h3 class="fn" id="setHorizontalWrapMode"><a name="setHorizontalWrapMode"></a><span class="type">void</span> QSGTexture::<span class="name">setHorizontalWrapMode</span>(<span class="type"><a href="qsgtexture.html#WrapMode-enum">WrapMode</a></span><i> hwrap</i>)</h3>
<p>Sets the horizontal wrap mode to be used for the upcoming <a href="qsgtexture.html#bind">bind</a>() call to <i>hwrap</i></p>
<p><b>See also </b><a href="qsgtexture.html#horizontalWrapMode">horizontalWrapMode</a>().</p>
<!-- @@@setHorizontalWrapMode -->
<!-- $$$setMipmapFiltering[overload1]$$$setMipmapFilteringFiltering -->
<h3 class="fn" id="setMipmapFiltering"><a name="setMipmapFiltering"></a><span class="type">void</span> QSGTexture::<span class="name">setMipmapFiltering</span>(<span class="type"><a href="qsgtexture.html#Filtering-enum">Filtering</a></span><i> filter</i>)</h3>
<p>Sets the mipmap sampling mode to be used for the upcoming <a href="qsgtexture.html#bind">bind</a>() call to <i>filter</i>.</p>
<p>Setting the mipmap filtering has no effect it the texture does not have mipmaps.</p>
<p><b>See also </b><a href="qsgtexture.html#mipmapFiltering">mipmapFiltering</a>() and <a href="qsgtexture.html#hasMipmaps">hasMipmaps</a>().</p>
<!-- @@@setMipmapFiltering -->
<!-- $$$setVerticalWrapMode[overload1]$$$setVerticalWrapModeWrapMode -->
<h3 class="fn" id="setVerticalWrapMode"><a name="setVerticalWrapMode"></a><span class="type">void</span> QSGTexture::<span class="name">setVerticalWrapMode</span>(<span class="type"><a href="qsgtexture.html#WrapMode-enum">WrapMode</a></span><i> vwrap</i>)</h3>
<p>Sets the vertical wrap mode to be used for the upcoming <a href="qsgtexture.html#bind">bind</a>() call to <i>vwrap</i></p>
<p><b>See also </b><a href="qsgtexture.html#verticalWrapMode">verticalWrapMode</a>().</p>
<!-- @@@setVerticalWrapMode -->
<!-- $$$textureId[overload1]$$$textureId -->
<h3 class="fn" id="textureId"><a name="textureId"></a><code>[pure virtual] </code><span class="type">int</span> QSGTexture::<span class="name">textureId</span>() const</h3>
<p>Returns the OpenGL texture id for this texture.</p>
<p>The default value is 0, indicating that it is an invalid texture id.</p>
<p>The function should at all times return the correct texture id.</p>
<p><b>Warning:</b> This function can only be called from the rendering thread.</p>
<!-- @@@textureId -->
<!-- $$$textureSize[overload1]$$$textureSize -->
<h3 class="fn" id="textureSize"><a name="textureSize"></a><code>[pure virtual] </code><span class="type">QSize</span> QSGTexture::<span class="name">textureSize</span>() const</h3>
<p>Returns the size of the texture.</p>
<!-- @@@textureSize -->
<!-- $$$updateBindOptions[overload1]$$$updateBindOptionsbool -->
<h3 class="fn" id="updateBindOptions"><a name="updateBindOptions"></a><span class="type">void</span> QSGTexture::<span class="name">updateBindOptions</span>(<span class="type">bool</span><i> force</i> = false)</h3>
<p>Update the texture state to match the filtering, mipmap and wrap options currently set.</p>
<p>If <i>force</i> is true, all properties will be updated regardless of weither they have changed or not.</p>
<!-- @@@updateBindOptions -->
<!-- $$$verticalWrapMode[overload1]$$$verticalWrapMode -->
<h3 class="fn" id="verticalWrapMode"><a name="verticalWrapMode"></a><span class="type"><a href="qsgtexture.html#WrapMode-enum">QSGTexture::WrapMode</a></span> QSGTexture::<span class="name">verticalWrapMode</span>() const</h3>
<p>Returns the vertical wrap mode to be used for this texture.</p>
<p><b>See also </b><a href="qsgtexture.html#setVerticalWrapMode">setVerticalWrapMode</a>().</p>
<!-- @@@verticalWrapMode -->
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