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Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). Effectively fix resizing in DX examples.
+ Standardized comments.
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@ -161,16 +161,17 @@ void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
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io.AddInputCharacter((unsigned short)c);
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}
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void ImGui_ImplGlfwGL3_CreateFontsTexture()
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bool ImGui_ImplGlfwGL3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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// Create OpenGL texture
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -180,9 +181,10 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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