diff --git a/doc/src/platforms/macos.qdoc b/doc/src/platforms/macos.qdoc
index 8ab4fe09df01e3c753d7b5d133a192c1bf18a2d4..632620b8375d08d0c195a5c9746711dc6e428ce6 100644
--- a/doc/src/platforms/macos.qdoc
+++ b/doc/src/platforms/macos.qdoc
@@ -1229,5 +1229,37 @@
     default, \c macdeployqt uses the older HFS+ file system for compatibility
     with all versions of macOS currently supported by Qt. Use the \c{-fs} option
     to specify a different file system.
+
+    \section1 Volume Name
+
+    The volume name of a disk image (the text displayed in the window title of
+    an opened \c .dmg file) created with \c -dmg is based on the path to the
+    application when \c macdeployqt is run. For example, consider the following
+    command that creates a disk image for a Qt Quick application:
+
+    \badcode
+    macdeployqt /Users/foo/myapp-build/MyApp.app -qmldir=/Users/foo/myapp/qml -dmg
+    \endcode
+
+    The resulting volume name will be:
+
+    \badcode
+    /Users/foo/myapp-build/MyApp.app
+    \endcode
+
+    To ensure that the volume name only contains the application name and not
+    the path on the deployment machine, run \c macdeployqt in the same
+    directory:
+
+    \badcode
+    cd /Users/foo/myapp-build
+    macdeployqt MyApp.app -qmldir=/Users/foo/myapp/qml -dmg
+    \endcode
+
+    The resulting volume name will then be:
+
+    \badcode
+    MyApp.app
+    \endcode
 */
 
diff --git a/doc/src/platforms/windows.qdoc b/doc/src/platforms/windows.qdoc
index b4f2cb7998e8bbd36938bafe5a6ac0cd5147c902..3c4a86c66ff11cce8f454f8a05d60e13faa1bf98 100644
--- a/doc/src/platforms/windows.qdoc
+++ b/doc/src/platforms/windows.qdoc
@@ -145,7 +145,11 @@
     includes a version of the \l{ANGLE} project which is included from the
     Windows Qt installers. ANGLE implements the
     OpenGL ES 2.0 API on top of DirectX 11 or DirectX 9.
+
     ANGLE requires that the DirectX SDK is installed when building Qt.
+    If MSVC is used, the DirectX SDK will be provided by the Windows SDK. In
+    this case, you will need at least Windows SDK 10.
+    For MinGW builds, you have to install the DirectX SDK provided by Microsoft.
 
     ANGLE chooses the render backend depending on availability. DirectX 11
     is usually preferable. However, some graphics cards may not fully