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Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329)
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@@ -58,6 +58,10 @@ Other changes:
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provided example, to reduce latency.
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- Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by
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vkAcquireNextImageKHR() or vkQueuePresentKHR(). (#7825, #7831) [@NostraMagister]
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- Backends: SDL2: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()
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with ImGui_ImplSDL2_GamepadMode_Manual and an empty array. (#8329)
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- Backends: SDL3: removed assert preventing using ImGui_ImplSDL3_SetGamepadMode()
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with ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329)
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- Backends: SDLGPU3: Exposed ImGui_ImplSDLGPU3_CreateDeviceObjects()/_DestroyDeviceObjects().
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Removed return value from ImGui_ImplSDLGPU3_CreateFontsTexture(). (#8163, #7998, #7988)
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- Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match
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