Tweaks, more consistent #define names

This commit is contained in:
ocornut
2014-08-14 14:31:13 +01:00
parent a905505cca
commit f30d23a502
3 changed files with 16 additions and 12 deletions

View File

@@ -101,7 +101,7 @@
- if you want to use a different font than the default
- create bitmap font data using BMFont. allocate ImGui::GetIO().Font and use ->LoadFromFile()/LoadFromMemory(), set ImGui::GetIO().FontHeight
- load your texture yourself. texture *MUST* have white pixel at UV coordinate 'IMDRAW_TEX_UV_FOR_WHITE' (you can #define it in imconfig.h), this is used by solid objects.
- load your texture yourself. texture *MUST* have white pixel at UV coordinate 'IMGUI_FONT_TEX_UV_FOR_WHITE' (you can #define it in imconfig.h), this is used by solid objects.
- tip: the construct 'if (IMGUI_ONCE_UPON_A_FRAME)' will evaluate to true only once a frame, you can use it to add custom UI in the middle of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function.
@@ -4703,7 +4703,7 @@ void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
{
vtx_write->pos = pos;
vtx_write->col = col;
vtx_write->uv = IMDRAW_TEX_UV_FOR_WHITE;
vtx_write->uv = IMGUI_FONT_TEX_UV_FOR_WHITE;
vtx_write++;
}