mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 09:27:00 +00:00
Examples: DirectX10, DirectX11, OpenGL2, OpenGL3: Added support for io.DisplayPos.
This commit is contained in:
parent
45cbebad64
commit
3bd3693fb7
@ -10,6 +10,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
|
||||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
|
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
|
||||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||||
@ -105,15 +106,17 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||||||
g_pIB->Unmap();
|
g_pIB->Unmap();
|
||||||
|
|
||||||
// Setup orthographic projection matrix into our constant buffer
|
// Setup orthographic projection matrix into our constant buffer
|
||||||
|
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
{
|
{
|
||||||
void* mapped_resource;
|
void* mapped_resource;
|
||||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||||
return;
|
return;
|
||||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
||||||
float L = 0.0f;
|
float L = io.DisplayPos.x;
|
||||||
float R = ImGui::GetIO().DisplaySize.x;
|
float R = io.DisplayPos.x + io.DisplaySize.x;
|
||||||
float B = ImGui::GetIO().DisplaySize.y;
|
float T = io.DisplayPos.y;
|
||||||
float T = 0.0f;
|
float B = io.DisplayPos.y + io.DisplaySize.y;
|
||||||
float mvp[4][4] =
|
float mvp[4][4] =
|
||||||
{
|
{
|
||||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||||
@ -167,8 +170,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||||||
// Setup viewport
|
// Setup viewport
|
||||||
D3D10_VIEWPORT vp;
|
D3D10_VIEWPORT vp;
|
||||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||||
vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
|
vp.Width = (UINT)io.DisplaySize.x;
|
||||||
vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
|
vp.Height = (UINT)io.DisplaySize.y;
|
||||||
vp.MinDepth = 0.0f;
|
vp.MinDepth = 0.0f;
|
||||||
vp.MaxDepth = 1.0f;
|
vp.MaxDepth = 1.0f;
|
||||||
vp.TopLeftX = vp.TopLeftY = 0;
|
vp.TopLeftX = vp.TopLeftY = 0;
|
||||||
@ -203,13 +206,18 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
|
// User callback (registered via ImDrawList::AddCallback)
|
||||||
pcmd->UserCallback(cmd_list, pcmd);
|
pcmd->UserCallback(cmd_list, pcmd);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
// Apply scissor/clipping rectangle
|
||||||
|
const ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - io.DisplayPos.x, pcmd->ClipRect.y - io.DisplayPos.y, pcmd->ClipRect.z - io.DisplayPos.x, pcmd->ClipRect.w - io.DisplayPos.y);
|
||||||
|
const D3D10_RECT clip_rect_dx = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
|
||||||
|
ctx->RSSetScissorRects(1, &clip_rect_dx);
|
||||||
|
|
||||||
|
// Bind texture, Draw
|
||||||
ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
|
ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
|
||||||
ctx->RSSetScissorRects(1, &r);
|
|
||||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||||
}
|
}
|
||||||
idx_offset += pcmd->ElemCount;
|
idx_offset += pcmd->ElemCount;
|
||||||
|
@ -10,6 +10,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
|
||||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
||||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||||
@ -107,15 +108,17 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
ctx->Unmap(g_pIB, 0);
|
ctx->Unmap(g_pIB, 0);
|
||||||
|
|
||||||
// Setup orthographic projection matrix into our constant buffer
|
// Setup orthographic projection matrix into our constant buffer
|
||||||
|
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
{
|
{
|
||||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||||
return;
|
return;
|
||||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
||||||
float L = 0.0f;
|
float L = io.DisplayPos.x;
|
||||||
float R = ImGui::GetIO().DisplaySize.x;
|
float R = io.DisplayPos.x + io.DisplaySize.x;
|
||||||
float B = ImGui::GetIO().DisplaySize.y;
|
float T = io.DisplayPos.y;
|
||||||
float T = 0.0f;
|
float B = io.DisplayPos.y + io.DisplaySize.y;
|
||||||
float mvp[4][4] =
|
float mvp[4][4] =
|
||||||
{
|
{
|
||||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||||
@ -172,8 +175,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
// Setup viewport
|
// Setup viewport
|
||||||
D3D11_VIEWPORT vp;
|
D3D11_VIEWPORT vp;
|
||||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||||
vp.Width = ImGui::GetIO().DisplaySize.x;
|
vp.Width = io.DisplaySize.x;
|
||||||
vp.Height = ImGui::GetIO().DisplaySize.y;
|
vp.Height = io.DisplaySize.y;
|
||||||
vp.MinDepth = 0.0f;
|
vp.MinDepth = 0.0f;
|
||||||
vp.MaxDepth = 1.0f;
|
vp.MaxDepth = 1.0f;
|
||||||
vp.TopLeftX = vp.TopLeftY = 0;
|
vp.TopLeftX = vp.TopLeftY = 0;
|
||||||
@ -208,13 +211,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
|
// User callback (registered via ImDrawList::AddCallback)
|
||||||
pcmd->UserCallback(cmd_list, pcmd);
|
pcmd->UserCallback(cmd_list, pcmd);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
// Apply scissor/clipping rectangle
|
||||||
|
const ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - io.DisplayPos.x, pcmd->ClipRect.y - io.DisplayPos.y, pcmd->ClipRect.z - io.DisplayPos.x, pcmd->ClipRect.w - io.DisplayPos.y);
|
||||||
|
const D3D11_RECT clip_rect_dx = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
|
||||||
|
ctx->RSSetScissorRects(1, &clip_rect_dx);
|
||||||
|
|
||||||
|
// Bind texture, Draw
|
||||||
ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
|
ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
|
||||||
ctx->RSSetScissorRects(1, &r);
|
|
||||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||||
}
|
}
|
||||||
idx_offset += pcmd->ElemCount;
|
idx_offset += pcmd->ElemCount;
|
||||||
|
@ -6,6 +6,10 @@
|
|||||||
// confuse your GPU driver.
|
// confuse your GPU driver.
|
||||||
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
||||||
|
|
||||||
|
// CHANGELOG
|
||||||
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
|
||||||
|
|
||||||
#include "imgui.h"
|
#include "imgui.h"
|
||||||
#include "imgui_impl_opengl2.h"
|
#include "imgui_impl_opengl2.h"
|
||||||
|
|
||||||
@ -75,11 +79,12 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
|||||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||||
|
|
||||||
// Setup viewport, orthographic projection matrix
|
// Setup viewport, orthographic projection matrix
|
||||||
|
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
|
||||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||||
glMatrixMode(GL_PROJECTION);
|
glMatrixMode(GL_PROJECTION);
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
|
glOrtho(io.DisplayPos.x, io.DisplayPos.x + io.DisplaySize.x, io.DisplayPos.y + io.DisplaySize.y, io.DisplayPos.y, -1.0f, +1.0f);
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
@ -99,14 +104,22 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
|||||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
|
// User callback (registered via ImDrawList::AddCallback)
|
||||||
pcmd->UserCallback(cmd_list, pcmd);
|
pcmd->UserCallback(cmd_list, pcmd);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - io.DisplayPos.x, pcmd->ClipRect.y - io.DisplayPos.y, pcmd->ClipRect.z - io.DisplayPos.x, pcmd->ClipRect.w - io.DisplayPos.y);
|
||||||
|
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||||
|
{
|
||||||
|
// Apply scissor/clipping rectangle
|
||||||
|
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||||
|
|
||||||
|
// Bind texture, Draw
|
||||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||||
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
|
|
||||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
|
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
idx_buffer += pcmd->ElemCount;
|
idx_buffer += pcmd->ElemCount;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,3 +1,7 @@
|
|||||||
|
// CHANGELOG
|
||||||
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
|
||||||
|
|
||||||
#include "imgui.h"
|
#include "imgui.h"
|
||||||
#include "imgui_impl_opengl3.h"
|
#include "imgui_impl_opengl3.h"
|
||||||
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
|
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
|
||||||
@ -72,13 +76,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||||
|
|
||||||
// Setup viewport, orthographic projection matrix
|
// Setup viewport, orthographic projection matrix
|
||||||
|
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
|
||||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||||
|
float L = io.DisplayPos.x;
|
||||||
|
float R = io.DisplayPos.x + io.DisplaySize.x;
|
||||||
|
float T = io.DisplayPos.y;
|
||||||
|
float B = io.DisplayPos.y + io.DisplaySize.y;
|
||||||
const float ortho_projection[4][4] =
|
const float ortho_projection[4][4] =
|
||||||
{
|
{
|
||||||
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||||
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
|
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||||
{ -1.0f, 1.0f, 0.0f, 1.0f },
|
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
|
||||||
};
|
};
|
||||||
glUseProgram(g_ShaderHandle);
|
glUseProgram(g_ShaderHandle);
|
||||||
glUniform1i(g_AttribLocationTex, 0);
|
glUniform1i(g_AttribLocationTex, 0);
|
||||||
@ -102,14 +111,22 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||||
if (pcmd->UserCallback)
|
if (pcmd->UserCallback)
|
||||||
{
|
{
|
||||||
|
// User callback (registered via ImDrawList::AddCallback)
|
||||||
pcmd->UserCallback(cmd_list, pcmd);
|
pcmd->UserCallback(cmd_list, pcmd);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - io.DisplayPos.x, pcmd->ClipRect.y - io.DisplayPos.y, pcmd->ClipRect.z - io.DisplayPos.x, pcmd->ClipRect.w - io.DisplayPos.y);
|
||||||
|
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||||
|
{
|
||||||
|
// Apply scissor/clipping rectangle
|
||||||
|
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||||
|
|
||||||
|
// Bind texture, Draw
|
||||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||||
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
|
|
||||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
idx_buffer_offset += pcmd->ElemCount;
|
idx_buffer_offset += pcmd->ElemCount;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user