ImFontAtlas: doesn't clear input data, left to the application. (#224)

This commit is contained in:
ocornut 2015-05-12 15:16:12 +01:00
parent 4b088ec7e8
commit 5df542c3c0
5 changed files with 16 additions and 1 deletions

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@ -230,6 +230,10 @@ static void ImGui_ImplDX11_CreateFontsTexture()
samplerDesc.MaxLOD = 0.f; samplerDesc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler); g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
} }
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
} }
bool ImGui_ImplDX11_CreateDeviceObjects() bool ImGui_ImplDX11_CreateDeviceObjects()

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@ -224,6 +224,10 @@ static void ImGui_ImplDX9_CreateFontsTexture()
// Store our identifier // Store our identifier
io.Fonts->TexID = (void *)pTexture; io.Fonts->TexID = (void *)pTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
} }
bool ImGui_ImplDX9_CreateDeviceObjects() bool ImGui_ImplDX9_CreateDeviceObjects()

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@ -174,6 +174,10 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
// Store our identifier // Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
} }
bool ImGui_ImplGlfwGL3_CreateDeviceObjects() bool ImGui_ImplGlfwGL3_CreateDeviceObjects()

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@ -156,6 +156,10 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
// Store our identifier // Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
return true; return true;
} }

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@ -8683,7 +8683,6 @@ bool ImFontAtlas::Build()
ImGui::MemFree(buf_ranges); ImGui::MemFree(buf_ranges);
buf_packedchars = NULL; buf_packedchars = NULL;
buf_ranges = NULL; buf_ranges = NULL;
ClearInputData();
// Render into our custom data block // Render into our custom data block
RenderCustomTexData(1, &extra_rects); RenderCustomTexData(1, &extra_rects);