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Added comments about requirement for bilinear filtering. (#5156, #3245) + Backends: SDL_Renderer: Explicitely call SDL_SetTextureScaleMode(). (#4927)
This commit is contained in:
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@ -207,6 +207,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create texture
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// Create texture
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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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int flags = al_get_new_bitmap_flags();
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int flags = al_get_new_bitmap_flags();
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int fmt = al_get_new_bitmap_format();
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int fmt = al_get_new_bitmap_format();
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
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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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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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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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{
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D3D10_SAMPLER_DESC desc;
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D3D10_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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ZeroMemory(&desc, sizeof(desc));
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@ -349,6 +349,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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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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{
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D3D11_SAMPLER_DESC desc;
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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ZeroMemory(&desc, sizeof(desc));
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@ -466,6 +466,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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param[1].DescriptorTable.pDescriptorRanges = &descRange;
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param[1].DescriptorTable.pDescriptorRanges = &descRange;
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param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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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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D3D12_STATIC_SAMPLER_DESC staticSampler = {};
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D3D12_STATIC_SAMPLER_DESC staticSampler = {};
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staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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@ -84,7 +84,7 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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vp.MaxZ = 1.0f;
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vp.MaxZ = 1.0f;
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bd->pd3dDevice->SetViewport(&vp);
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bd->pd3dDevice->SetViewport(&vp);
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
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bd->pd3dDevice->SetPixelShader(NULL);
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bd->pd3dDevice->SetPixelShader(NULL);
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bd->pd3dDevice->SetVertexShader(NULL);
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bd->pd3dDevice->SetVertexShader(NULL);
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bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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@ -350,6 +350,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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return renderPipelineState;
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return renderPipelineState;
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}
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}
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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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- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
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- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
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{
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{
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NSError *error = nil;
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NSError *error = nil;
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@ -244,6 +244,7 @@ bool ImGui_ImplOpenGL2_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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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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// 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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GLint last_texture;
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &bd->FontTexture);
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glGenTextures(1, &bd->FontTexture);
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@ -539,6 +539,7 @@ bool ImGui_ImplOpenGL3_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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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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// 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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GLint last_texture;
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &bd->FontTexture);
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glGenTextures(1, &bd->FontTexture);
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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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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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// 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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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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if (bd->FontTexture == NULL)
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{
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{
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@ -218,6 +219,7 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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}
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}
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SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
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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_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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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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@ -741,6 +741,7 @@ static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocati
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if (bd->FontSampler)
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if (bd->FontSampler)
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return;
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return;
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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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VkSamplerCreateInfo info = {};
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VkSamplerCreateInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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info.magFilter = VK_FILTER_LINEAR;
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info.magFilter = VK_FILTER_LINEAR;
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@ -509,6 +509,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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}
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}
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// Create the associated sampler
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// Create the associated 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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{
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WGPUSamplerDescriptor sampler_desc = {};
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WGPUSamplerDescriptor sampler_desc = {};
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sampler_desc.minFilter = WGPUFilterMode_Linear;
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sampler_desc.minFilter = WGPUFilterMode_Linear;
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@ -292,6 +292,7 @@ CODE
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void void MyImGuiRenderFunction(ImDrawData* draw_data)
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void void MyImGuiRenderFunction(ImDrawData* draw_data)
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{
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{
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// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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@ -1070,7 +1071,7 @@ ImGuiStyle::ImGuiStyle()
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DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
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AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
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AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
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AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
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AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
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AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
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CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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8
imgui.h
8
imgui.h
@ -1870,7 +1870,7 @@ struct ImGuiStyle
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
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bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
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bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
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bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
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bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
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bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
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float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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@ -2478,7 +2478,7 @@ enum ImDrawListFlags_
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{
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{
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ImDrawListFlags_None = 0,
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ImDrawListFlags_None = 0,
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ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
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ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
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ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
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ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
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ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
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ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
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ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
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ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
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};
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};
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@ -2716,7 +2716,7 @@ enum ImFontAtlasFlags_
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ImFontAtlasFlags_None = 0,
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ImFontAtlasFlags_None = 0,
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ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
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ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
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ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
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ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
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ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
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ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
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};
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};
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// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
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// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
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@ -2804,7 +2804,7 @@ struct ImFontAtlas
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ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
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ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
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ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
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int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
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bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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// [Internal]
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// [Internal]
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