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Added comments about requirement for bilinear filtering. (#5156, #3245) + Backends: SDL_Renderer: Explicitely call SDL_SetTextureScaleMode(). (#4927)
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@ -337,6 +337,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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D3D10_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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