mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 06:06:35 +00:00
Removed reliance on ImU64 type for the ImDrawList assert. (#1184)
This commit is contained in:
parent
69879dd4f3
commit
53b24ff79a
18
imgui.cpp
18
imgui.cpp
@ -2846,15 +2846,17 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
|
||||
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
|
||||
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
|
||||
|
||||
// Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per window)
|
||||
// If this assert triggers because you are drawing lots of stuff manually, you can:
|
||||
// A) Add '#define ImDrawIdx unsigned int' in imconfig.h to set the index size to 4 bytes. You'll need to handle the 4-bytes indices to your renderer.
|
||||
// For example, the OpenGL example code detect index size at compile-time by doing:
|
||||
// 'glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);'
|
||||
// Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
|
||||
// If this assert triggers because you are drawing lots of stuff manually:
|
||||
// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use thre Metrics window to inspect draw list contents.
|
||||
// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
|
||||
// You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
|
||||
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
// Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API.
|
||||
// B) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists.
|
||||
IM_ASSERT(((ImU64)draw_list->_VtxCurrentIdx >> (sizeof(ImDrawIdx)*8)) == 0); // Too many vertices in same ImDrawList. See comment above.
|
||||
|
||||
// C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists.
|
||||
if (sizeof(ImDrawIdx) == 2)
|
||||
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
|
||||
|
||||
out_render_list.push_back(draw_list);
|
||||
GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
|
||||
GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
|
||||
|
Loading…
Reference in New Issue
Block a user