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ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice(#327)
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5
imgui.h
5
imgui.h
@ -1230,8 +1230,9 @@ struct ImFontAtlas
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void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
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unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
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unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
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int TexWidth;
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int TexHeight;
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int TexWidth; // Texture width calculated during Build().
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int TexHeight; // Texture height calculated during Build().
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int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
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ImVector<ImFont*> Fonts;
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