Texture-based thick lines: Tweaks, fix for truetype builder.

This commit is contained in:
omar
2020-01-23 15:23:23 +01:00
parent 741ab74b55
commit 222b7ddbfa
5 changed files with 74 additions and 83 deletions

View File

@ -1439,7 +1439,7 @@ struct ImGuiStyle
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
bool TexturedAntiAliasedLines; // Draw anti-aliased lines using textures where possible.
bool AntiAliasedLinesUseTexData; // Draw anti-aliased lines using textures where possible.
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU.
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
@ -1999,7 +1999,7 @@ enum ImDrawListFlags_
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedFill = 1 << 1, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 2, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
ImDrawListFlags_TexturedAALines = 1 << 3 // Should anti-aliased lines be drawn using textures where possible?
ImDrawListFlags_AntiAliasedLinesUseTexData = 1 << 3 // Should anti-aliased lines be drawn using textures where possible?
};
// Draw command list