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	Comments: fixed missing line in the "how a simple rendering function may look like" section (#2258)
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		| @@ -259,6 +259,7 @@ CODE | ||||
|        // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. | ||||
|        for (int n = 0; n < draw_data->CmdListsCount; n++) | ||||
|        { | ||||
|           const ImDrawList* cmd_list = draw_data->CmdLists[n];  | ||||
|           const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by ImGui | ||||
|           const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by ImGui | ||||
|           for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||||
|   | ||||
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