mirror of
https://github.com/ocornut/imgui.git
synced 2026-01-06 13:27:47 +00:00
Tweaks, more consistent #define names
This commit is contained in:
@@ -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++;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user