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Renamed ImFont::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).
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@ -119,8 +119,8 @@ Mind the fact that some graphics drivers have texture size limitation.
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If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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Some solutions:
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- 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose,
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this will be the biggest win.
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- 1) Reduce glyphs ranges by calculating them from source localization data.
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You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
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- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
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- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
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- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
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@ -177,11 +177,11 @@ Also note that correct sRGB space blending will have an important effect on your
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BUILDING CUSTOM GLYPH RANGES
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---------------------------------------
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You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
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You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input.
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For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
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ImVector<ImWchar> ranges;
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ImFontAtlas::GlyphRangesBuilder builder;
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ImFontGlyphRangesBuilder builder;
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builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
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builder.AddChar(0x7262); // Add a specific character
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builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
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