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@ -45,6 +45,7 @@ Other Changes:
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- Clear ImFontAtlasFlags_NoBakedLines in ImFontAtlas::Flags to disable baking data in texture.
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- Clear ImFontAtlasFlags_NoBakedLines in ImFontAtlas::Flags to disable baking data in texture.
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- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate
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- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate
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an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen]
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an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen]
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- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h]
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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@ -204,7 +204,7 @@ example_glfw_opengl2/
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad/glbinding, you can replace the OpenGL function loader)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)**
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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@ -253,7 +253,7 @@ example_sdl_opengl2/
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad/glbinding, you can replace the OpenGL function loader)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)**
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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@ -87,7 +87,7 @@ int main(int, char**)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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bool err = gladLoadGL() == 0;
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bool err = gladLoadGL() == 0;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad docs recommend using the windowing library loader instead of the (optionally) bundled one.
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bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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bool err = false;
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bool err = false;
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glbinding::Binding::initialize();
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glbinding::Binding::initialize();
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@ -82,7 +82,7 @@ int main(int, char**)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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bool err = gladLoadGL() == 0;
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bool err = gladLoadGL() == 0;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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bool err = gladLoadGL((GLADloadfunc) SDL_GL_GetProcAddress) == 0; // glad docs recommend using the windowing library loader instead of the (optionally) bundled one.
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bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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bool err = false;
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bool err = false;
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glbinding::Binding::initialize();
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glbinding::Binding::initialize();
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@ -13,7 +13,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2020-07-01: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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@ -717,8 +717,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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// [PATH 1] Texture-based lines (thick or non-thick)
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// [PATH 1] Texture-based lines (thick or non-thick)
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// [PATH 2] Non texture-based lines (non-thick)
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// [PATH 2] Non texture-based lines (non-thick)
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// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus one pixel for AA
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// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus "one pixel" for AA.
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// We don't use AA_SIZE here because the +1 is tied to the generated texture and so alternate values won't work without changes to that code
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// - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
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// (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
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// - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
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// allow scaling geometry while preserving one-screen-pixel AA fringe).
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const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
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const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
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// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
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// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
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