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Backends: SDL_Renderer: Handle change to SDL_RenderGeometryRaw() function signature in SDL 2.0.19 (#4819)
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@ -18,6 +18,7 @@
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
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// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2021-10-06: Backup and restore modified ClipRect/Viewport.
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// 2021-09-21: Initial version.
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@ -174,7 +175,11 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
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const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
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const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col));
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#if SDL_VERSION_ATLEAST(2,0,19)
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const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
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#else
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const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
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#endif
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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