ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices.

ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset. (#2591)
This commit is contained in:
omar
2019-05-29 15:25:53 +02:00
parent 40b9e5e0b4
commit d1e8b698d0
6 changed files with 73 additions and 25 deletions

View File

@ -62,7 +62,10 @@
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_HasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.