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Mde it optional to new() io.Font - however it stills needs to be loaded.
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7
imgui.h
7
imgui.h
@ -746,14 +746,15 @@ struct ImFont
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float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
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ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
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ImTextureID TexID; // = NULL // User reference to texture used by the font (ignore if you aren't using multiple fonts/textures)
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// Texture data
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// User is in charge of copying the pixels into a GPU texture.
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// Texture data: user is in charge of copying the pixels into a GPU texture.
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// You can set 'TexID' to uniquely identify your texture. TexId is copied to the ImDrawCmd structure which you receive during rendering.
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ImTextureID TexID; // User reference to texture used by the font (ignore if you aren't using multiple fonts/textures)
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unsigned char* TexPixels; // 1 byte, 1 component per pixel. Total byte size of TexWidth * TexHeight
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int TexWidth;
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int TexHeight;
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// [Internal]
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ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
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