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Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners (#824)
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@ -161,7 +161,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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unsigned char* pixels;
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int width, height;
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int width, height;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// Upload texture to graphics system
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GLint last_texture;
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GLint last_texture;
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@ -170,7 +170,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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@ -178,7 +178,7 @@ bool ImGui_ImplGlfwGL3_CreateFontsTexture()
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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unsigned char* pixels;
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int width, height;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// Upload texture to graphics system
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GLint last_texture;
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GLint last_texture;
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