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Texture-based thick lines: Remove unnecessary indirection in fetching UV data, removed lerp call, renames, tweaks.
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@ -529,9 +529,6 @@ struct IMGUI_API ImChunkStream
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#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1
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#endif
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// The maximum line width to build anti-aliased textures for (note that this needs to be one greater than the maximum line width you want to be able to draw using the textured path)
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#define IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX 65
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// Data shared between all ImDrawList instances
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// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
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struct IMGUI_API ImDrawListSharedData
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@ -548,7 +545,7 @@ struct IMGUI_API ImDrawListSharedData
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ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
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ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead)
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ImVector<ImVec4>* TexUvAALines; // UV of anti-aliased lines in the atlas
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const ImVec4* TexUvAALines; // UV of anti-aliased lines in the atlas
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ImDrawListSharedData();
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void SetCircleSegmentMaxError(float max_error);
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