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ImDrawList::AddImage* renamed uv_ parameters to be more consistent. Fix AddImageQuad to use IM_COL32_A_MASK (#1009)
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@ -958,7 +958,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
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AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
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}
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void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
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void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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@ -969,24 +969,23 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
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PushTextureID(user_texture_id);
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PrimReserve(6, 4);
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PrimRectUV(a, b, uv0, uv1, col);
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PrimRectUV(a, b, uv_a, uv_b, col);
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if (push_texture_id)
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PopTextureID();
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}
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void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uva, const ImVec2& uvb, const ImVec2& uvc, const ImVec2& uvd, ImU32 col)
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void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
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{
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if ((col >> 24) == 0)
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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// FIXME-OPT: This is wasting draw calls.
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const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
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if (push_texture_id)
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PushTextureID(user_texture_id);
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PrimReserve(6, 4);
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PrimQuadUV(a, b, c, d, uva, uvb, uvc, uvd, col);
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PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
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if (push_texture_id)
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PopTextureID();
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