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Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327)
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ocornut

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@@ -23,6 +23,7 @@
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
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// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
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// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
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@@ -247,7 +248,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
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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->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == nullptr)
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{
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SDL_Log("error creating texture");
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