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Merge branch 'master' into docking (doesn't include viewports-related changes for new SDL3 backend)
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx10.h # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx11.h # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx12.h # backends/imgui_impl_dx9.cpp # backends/imgui_impl_dx9.h # backends/imgui_impl_glfw.cpp # backends/imgui_impl_metal.h # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_opengl3.h # backends/imgui_impl_osx.h # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdlrenderer.cpp # backends/imgui_impl_sdlrenderer.h # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_vulkan.h # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # imgui.cpp # imgui_widgets.cpp
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@@ -3,9 +3,9 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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