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OpenGL example: added commented code to load custom font from filesystem
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@ -184,11 +184,31 @@ void InitImGui()
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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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#if 1
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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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#else
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// Custom font from filesystem
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io.Font = new ImBitmapFont();
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io.Font->LoadFromFile("../../extra_fonts/arial_unicode_ms_18_CJK.fnt");
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int tex_x, tex_y, tex_comp;
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void* tex_data = stbi_load("../../extra_fonts/arial_unicode_ms_18_CJK.png", &tex_x, &tex_y, &tex_comp, 4);
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// Automatically find white pixel from the texture we just loaded
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// (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
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for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
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if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
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{
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io.FontTexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
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break;
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}
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#endif
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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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}
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