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-rw-r--r--doc/html/qglwidget.html4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/html/qglwidget.html b/doc/html/qglwidget.html
index 142ba2560..06646624a 100644
--- a/doc/html/qglwidget.html
+++ b/doc/html/qglwidget.html
@@ -474,7 +474,7 @@ frustum etc. should be done from within initializeGL(). If this is
not done, the temporary TQGLContext will not be initialized
properly, and the rendered pixmap may be incomplete/corrupted.
-<h3 class=fn>void <a name="renderText"></a>TQGLWidget::renderText ( int&nbsp;x, int&nbsp;y, const&nbsp;<a href="ntqstring.html">TQString</a>&nbsp;&amp;&nbsp;str, const&nbsp;<a href="ntqfont.html">TQFont</a>&nbsp;&amp;&nbsp;fnt = TQFont ( ), int&nbsp;listBase = 2000 )
+<h3 class=fn>void <a name="renderText"></a>TQGLWidget::renderText ( int&nbsp;x, int&nbsp;y, const&nbsp;<a href="tqstring.html">TQString</a>&nbsp;&amp;&nbsp;str, const&nbsp;<a href="ntqfont.html">TQFont</a>&nbsp;&amp;&nbsp;fnt = TQFont ( ), int&nbsp;listBase = 2000 )
</h3>
Renders the string <em>str</em> into the GL context of this widget.
<p> <em>x</em> and <em>y</em> are specified in window coordinates, with the origin
@@ -496,7 +496,7 @@ change this value unless you are using lists in the same range. The
lists are deleted when the widget is destroyed.
<p> Note: This function only works reliably with ASCII strings.
-<h3 class=fn>void <a name="renderText-2"></a>TQGLWidget::renderText ( double&nbsp;x, double&nbsp;y, double&nbsp;z, const&nbsp;<a href="ntqstring.html">TQString</a>&nbsp;&amp;&nbsp;str, const&nbsp;<a href="ntqfont.html">TQFont</a>&nbsp;&amp;&nbsp;fnt = TQFont ( ), int&nbsp;listBase = 2000 )
+<h3 class=fn>void <a name="renderText-2"></a>TQGLWidget::renderText ( double&nbsp;x, double&nbsp;y, double&nbsp;z, const&nbsp;<a href="tqstring.html">TQString</a>&nbsp;&amp;&nbsp;str, const&nbsp;<a href="ntqfont.html">TQFont</a>&nbsp;&amp;&nbsp;fnt = TQFont ( ), int&nbsp;listBase = 2000 )
</h3> This is an overloaded member function, provided for convenience. It behaves essentially like the above function.
<p> <em>x</em>, <em>y</em> and <em>z</em> are specified in scene or object coordinates
relative to the currently set projection and model matrices. This