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the inputlayout incorrectly described the POSITION attribute as being 4D, while ImDrawVert::pos is 2D. This went unnoticed because the buffer binding has a stride of sizeof(ImDrawVert) and the POSITION is treated as a float2 in the vertex shader. If you switch POSITION to float4 in the vertex shader (and actually use the z/w in the matrix multiplication) then everything become wacky-looking since it's interpreting the texture coordinates as z/w. On a similar note: It's weird that the projection matrix takes z and w into consideration when those don't exist in the shader due to positions being float2s. |
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.. | ||
build_win32.bat | ||
directx11_example.vcxproj | ||
directx11_example.vcxproj.filters | ||
imgui_impl_dx11.cpp | ||
imgui_impl_dx11.h | ||
main.cpp |