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	Renamed ImGuiBackendFlags_HasVtxOffset to ImGuiBackendFlags_RendererHasVtxOffset to match naming convention already used in viewport/docking branch. (#2591) + Fix OpenGL3 code missing flag.
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		| @@ -3507,7 +3507,7 @@ void ImGui::NewFrame() | ||||
|         g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; | ||||
|     if (g.Style.AntiAliasedFill) | ||||
|         g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; | ||||
|     if (g.IO.BackendFlags & ImGuiBackendFlags_HasVtxOffset) | ||||
|     if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) | ||||
|         g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; | ||||
|  | ||||
|     g.BackgroundDrawList.Clear(); | ||||
| @@ -3792,7 +3792,7 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d | ||||
|     // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.  | ||||
|     //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. | ||||
|     // - If you want large meshes with more than 64K vertices, you can either: | ||||
|     //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset'. | ||||
|     //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. | ||||
|     //       Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. | ||||
|     //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. | ||||
|     //   (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. | ||||
|   | ||||
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