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Using ImTextureID instead of void* in ImFontAtlas, not sure why I didn't do that earlier, make things more clear
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imgui.h
4
imgui.h
@ -1312,7 +1312,7 @@ struct ImFontAtlas
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// Pitch = Width * BytesPerPixels
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IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
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IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
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void SetTexID(void* id) { TexID = id; }
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void SetTexID(ImTextureID id) { TexID = id; }
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// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
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// NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
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@ -1325,7 +1325,7 @@ struct ImFontAtlas
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// Members
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// (Access texture data via GetTexData*() calls which will setup a default font for you.)
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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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ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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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; // Texture width calculated during Build().
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