mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Loading TTF file with stb_truetype. Broke setup API slightly. Font baked, packed with space for custom data. Embeds compressed ProggyClean.
This commit is contained in:
@ -68,8 +68,6 @@
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\stb_textedit.h" />
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<ClInclude Include="..\shared\stb_image.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp" />
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@ -15,12 +15,6 @@
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<ClInclude Include="..\..\imgui.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\..\stb_textedit.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\shared\stb_image.h">
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<Filter>sources</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp">
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@ -1,9 +1,6 @@
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// ImGui - standalone example application for DirectX 11
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#include <windows.h>
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#define STB_IMAGE_STATIC
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#define STB_IMAGE_IMPLEMENTATION
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#include "../shared/stb_image.h" // for .png loading
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#include "../../imgui.h"
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// DirectX 11
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@ -290,8 +287,9 @@ HRESULT InitDeviceD3D(HWND hWnd)
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = texture0.Sample(sampler0, input.uv);\
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return input.col * out_col;\
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float4 out_col = input.col; \
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out_col.w *= texture0.Sample(sampler0, input.uv).w; \
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return out_col; \
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}";
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
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@ -427,23 +425,22 @@ void InitImGui()
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}
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}
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// Load font texture
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// Default font (embedded in code)
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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int tex_x, tex_y, tex_comp;
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void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
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IM_ASSERT(tex_data != NULL);
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// Load font
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io.Font = new ImFont();
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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IM_ASSERT(io.Font->IsLoaded());
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// Copy font texture
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{
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = tex_x;
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desc.Height = tex_y;
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desc.Width = io.Font->TexWidth;
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desc.Height = io.Font->TexHeight;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.Format = DXGI_FORMAT_A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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@ -451,15 +448,15 @@ void InitImGui()
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = tex_data;
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subResource.SysMemPitch = tex_x * 4;
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subResource.pSysMem = io.Font->TexPixels;
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subResource.SysMemPitch = desc.Width * 1;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.Format = DXGI_FORMAT_A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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@ -471,7 +468,7 @@ void InitImGui()
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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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desc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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@ -76,7 +76,6 @@
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\stb_textedit.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@ -24,8 +24,5 @@
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<ClInclude Include="..\..\imgui.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\..\stb_textedit.h">
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<Filter>imgui</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -73,12 +73,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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// Setup texture
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g_pd3dDevice->SetTexture( 0, g_pTexture );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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// Setup orthographic projection matrix
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D3DXMATRIXA16 mat;
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@ -213,15 +214,21 @@ void InitImGui()
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return;
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}
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// Load font texture
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
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{
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IM_ASSERT(0);
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return;
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}
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// Load font
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io.Font = new ImFont();
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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io.Font->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 20.0f, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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IM_ASSERT(io.Font->IsLoaded());
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// Copy font texture
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if (D3DXCreateTexture(g_pd3dDevice, io.Font->TexWidth, io.Font->TexHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_pTexture) < 0) { IM_ASSERT(0); return; }
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D3DLOCKED_RECT tex_locked_rect;
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if (g_pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) { IM_ASSERT(0); return; }
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for (int y = 0; y < io.Font->TexHeight; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, io.Font->TexPixels + io.Font->TexWidth * y, io.Font->TexWidth);
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g_pTexture->UnlockRect(0);
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}
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INT64 ticks_per_second = 0;
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@ -330,7 +337,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
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ImGui::ShowTestWindow(&show_test_window);
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}
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@ -8,9 +8,7 @@
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#endif
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#include "../../imgui.h"
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#define STB_IMAGE_STATIC
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#define STB_IMAGE_IMPLEMENTATION
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#include "../shared/stb_image.h" // stb_image.h for PNG loading
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#include <stdio.h>
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// Glfw/Glew
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#define GLEW_STATIC
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@ -24,7 +22,7 @@ static bool mousePressed[2] = { false, false };
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// Shader variables
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static int shader_handle, vert_handle, frag_handle;
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static int texture_location, ortho_location;
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static int texture_location, proj_mtx_location;
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static int position_location, uv_location, colour_location;
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static size_t vbo_max_size = 20000;
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static unsigned int vbo_handle, vao_handle;
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@ -62,7 +60,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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};
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glUseProgram(shader_handle);
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glUniform1i(texture_location, 0);
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glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
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glUniformMatrix4fv(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
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// Grow our buffer according to what we need
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size_t total_vtx_count = 0;
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@ -184,28 +182,29 @@ void InitGL()
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const GLchar *vertex_shader =
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"#version 330\n"
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"uniform mat4 ortho;\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec4 Colour;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Colour;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Colour = Colour;\n"
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" gl_Position = ortho*vec4(Position.xy,0,1);\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* fragment_shader =
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"#version 330\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Colour;\n"
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"out vec4 FragColor;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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" Out_Color = Frag_Color;\n"
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" Out_Color.w *= texture( Texture, Frag_UV.st).x;\n"
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"}\n";
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shader_handle = glCreateProgram();
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@ -220,10 +219,10 @@ void InitGL()
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glLinkProgram(shader_handle);
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texture_location = glGetUniformLocation(shader_handle, "Texture");
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ortho_location = glGetUniformLocation(shader_handle, "ortho");
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proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
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position_location = glGetAttribLocation(shader_handle, "Position");
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uv_location = glGetAttribLocation(shader_handle, "UV");
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colour_location = glGetAttribLocation(shader_handle, "Colour");
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colour_location = glGetAttribLocation(shader_handle, "Color");
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glGenBuffers(1, &vbo_handle);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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@ -270,18 +269,20 @@ void InitImGui()
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Load font texture
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// Load font
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io.Font = new ImFont();
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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IM_ASSERT(io.Font->IsLoaded());
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// Copy font texture
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glGenTextures(1, &fontTex);
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glBindTexture(GL_TEXTURE_2D, fontTex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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int tex_x, tex_y, tex_comp;
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void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
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stbi_image_free(tex_data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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IM_ASSERT(io.Font->IsLoaded());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, io.Font->TexWidth, io.Font->TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, io.Font->TexPixels);
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}
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void UpdateImGui()
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@ -364,7 +365,7 @@ int main(int argc, char** argv)
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
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ImGui::ShowTestWindow(&show_test_window);
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}
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|
@ -74,7 +74,6 @@
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\stb_textedit.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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|
@ -24,8 +24,5 @@
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<ClInclude Include="..\..\imgui.h">
|
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<Filter>imgui</Filter>
|
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</ClInclude>
|
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<ClInclude Include="..\..\stb_textedit.h">
|
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<Filter>imgui</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
|
BIN
examples/opengl_example/ProggyClean.ttf
Normal file
BIN
examples/opengl_example/ProggyClean.ttf
Normal file
Binary file not shown.
@ -8,9 +8,7 @@
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#endif
|
||||
|
||||
#include "../../imgui.h"
|
||||
#define STB_IMAGE_STATIC
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "../shared/stb_image.h" // stb_image.h for PNG loading
|
||||
#include <stdio.h>
|
||||
|
||||
// Glfw/Glew
|
||||
#define GLEW_STATIC
|
||||
@ -180,42 +178,20 @@ void InitImGui()
|
||||
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
||||
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
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|
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// Load font texture
|
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glGenTextures(1, &fontTex);
|
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glBindTexture(GL_TEXTURE_2D, fontTex);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
#if 1
|
||||
// Default font (embedded in code)
|
||||
const void* png_data;
|
||||
unsigned int png_size;
|
||||
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
|
||||
int tex_x, tex_y, tex_comp;
|
||||
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
|
||||
IM_ASSERT(tex_data != NULL);
|
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#else
|
||||
// Custom font from filesystem
|
||||
// Load font
|
||||
io.Font = new ImFont();
|
||||
io.Font->LoadFromFile("../../extra_fonts/mplus-2m-medium_18.fnt");
|
||||
io.Font->LoadDefault();
|
||||
//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
|
||||
//io.Font->DisplayOffset.y += 0.0f;
|
||||
IM_ASSERT(io.Font->IsLoaded());
|
||||
|
||||
int tex_x, tex_y, tex_comp;
|
||||
void* tex_data = stbi_load("../../extra_fonts/mplus-2m-medium_18.png", &tex_x, &tex_y, &tex_comp, 0);
|
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IM_ASSERT(tex_data != NULL);
|
||||
|
||||
// Automatically find white pixel from the texture we just loaded
|
||||
// (io.Font->TexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
|
||||
for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
|
||||
if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
|
||||
{
|
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io.Font->TexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
|
||||
stbi_image_free(tex_data);
|
||||
// Copy font texture
|
||||
glGenTextures(1, &fontTex);
|
||||
glBindTexture(GL_TEXTURE_2D, fontTex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
IM_ASSERT(io.Font->IsLoaded());
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, io.Font->TexWidth, io.Font->TexHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, io.Font->TexPixels);
|
||||
}
|
||||
|
||||
void UpdateImGui()
|
||||
|
@ -74,8 +74,6 @@
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\stb_textedit.h" />
|
||||
<ClInclude Include="..\shared\stb_image.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
@ -24,11 +24,5 @@
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\stb_textedit.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\shared\stb_image.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -1,3 +0,0 @@
|
||||
stb_image.h is used to load the PNG texture data by
|
||||
opengl_example
|
||||
directx11_example
|
File diff suppressed because it is too large
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Reference in New Issue
Block a user