Renamed ImGuiBackendFlags_HasVtxOffset to ImGuiBackendFlags_RendererHasVtxOffset to match naming convention already used in viewport/docking branch. (#2591) + Fix OpenGL3 code missing flag.

This commit is contained in:
omar
2019-05-29 16:29:17 +02:00
parent b3dd03f582
commit 7755cbbef2
11 changed files with 30 additions and 27 deletions

View File

@ -11,7 +11,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
@ -220,7 +220,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_pd3dDevice = device;
g_pd3dDevice->AddRef();