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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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@ -206,9 +206,8 @@ void ImGui::ShowTestWindow(bool* opened)
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{
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ImGui::TextWrapped("Tip: Load fonts with io.Fonts->AddFontFromFileTTF().");
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ImFontAtlas* atlas = ImGui::GetIO().Fonts;
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if (ImGui::TreeNode("Atlas texture"))
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if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
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{
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ImGui::Text("%dx%d pixels", atlas->TexWidth, atlas->TexHeight);
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ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
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ImGui::TreePop();
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}
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@ -954,7 +954,7 @@ ImFontAtlas::ImFontAtlas()
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TexID = NULL;
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TexPixelsAlpha8 = NULL;
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TexPixelsRGBA32 = NULL;
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TexWidth = TexHeight = 0;
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TexWidth = TexHeight = TexDesiredWidth = 0;
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TexUvWhitePixel = ImVec2(0, 0);
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}
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@ -1195,7 +1195,7 @@ bool ImFontAtlas::Build()
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}
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// Start packing
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TexWidth = (total_glyph_count > 1000) ? 1024 : 512; // Width doesn't actually matters.
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TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512; // Width doesn't actually matters much but some API/GPU have texture size limitations, and increasing width can decrease height.
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TexHeight = 0;
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const int max_tex_height = 1024*32;
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stbtt_pack_context spc;
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