mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 03:58:47 +02:00
Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx9.cpp # examples/imgui_impl_opengl3.cpp # imgui.h # imgui_demo.cpp
This commit is contained in:
@ -3691,7 +3691,7 @@ 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;
|
||||
|
||||
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
|
||||
@ -4008,7 +4008,7 @@ 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.
|
||||
|
Reference in New Issue
Block a user