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@ -141,7 +141,8 @@
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// <Copy to GPU>
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// <Copy to GPU>
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io.Fonts->TexID = (your_texture_identifier);
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io.Fonts->TexID = (your_texture_identifier);
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but we now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
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you now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
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it is now recommended your sample the font texture with bilinear interpolation.
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(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
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(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
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(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
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(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
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- 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
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- 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
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