From 0c9c0bffefc89769ada74f15e35aca11fe54c69c Mon Sep 17 00:00:00 2001
From: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
Date: Tue, 21 Apr 2015 12:37:44 +0300
Subject: [PATCH] Add attribute aliasing issue to known conformance issues
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Change-Id: I898ead7a6814aede70ff592c1e68e7cf5a197e2a
Reviewed-by: Tomi Korpipää <tomi.korpipaa@theqtcompany.com>
Reviewed-by: Pasi Keränen <pasi.keranen@digia.com>
---
 src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc | 3 +++
 1 file changed, 3 insertions(+)

diff --git a/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc b/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
index bc07716..1443215 100644
--- a/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
+++ b/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc
@@ -194,5 +194,8 @@
  *      In desktop OpenGL on some platforms (for example OS X), nothing gets drawn if vertex attrib
  *      0 is not array-enabled. You can use bindAttribLocation() to force a vertex attribute to use
  *      location 0, and use enableVertexAttribArray() to make it array-enabled.
+ *
+ *      \li No special error detection for binding attributes to overlapping locations
+ *      (i.e. attribute aliasing) when linking a shader program.
  * \endlist
  */
-- 
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