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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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@ -210,6 +210,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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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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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == NULL)
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{
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@ -218,6 +219,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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}
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SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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