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Backends: SDL_Renderer3: fixed changing scale mode not actually working on all platforms. (#7616, #9470, #9378)
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@@ -171,6 +171,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = render_scale;
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SDL_ScaleMode last_scale_mode = bd->CurrentScaleMode;
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// Render command lists
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for (const ImDrawList* draw_list : draw_data->CmdLists)
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@@ -208,6 +209,9 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
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if (last_scale_mode != bd->CurrentScaleMode)
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SDL_FlushRenderer(renderer);
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode);
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@@ -159,6 +159,7 @@ Other Changes:
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- Expose selected render state in ImGui_ImplOpenGL3_RenderState, allowing to
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dynamically select between use of glBindSampler() and glTexParameter(). (#9378)
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- SDLRenderer3:
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- Fixed sampler change which didn't work on all graphics backends. (#7616, #9470, #9378)
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- Fixed default sampler not being Linear. Regression in 1.92.8. (#7616, #9470, #9378) [@ShiroKSH]
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- Win32:
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- Uses `SetProcessDpiAwarenessContext()` instead of `SetThreadDpiAwarenessContext()`
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