"Fossies" - the Fresh Open Source Software Archive  

Source code changes of the file "backends/imgui_impl_sdlrenderer.cpp" between
imgui-1.86.tar.gz and imgui-1.87.tar.gz

About: Dear ImGui is a bloat-free Graphical User Interface for C++ with minimal dependencies.

imgui_impl_sdlrenderer.cpp  (imgui-1.86):imgui_impl_sdlrenderer.cpp  (imgui-1.87)
skipping to change at line 213 skipping to change at line 213
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// Build texture atlas // Build texture atlas
unsigned char* pixels; unsigned char* pixels;
int width, height; int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32 -bit (75% of the memory is wasted, but default font is so small) because it is m ore likely to be compatible with user's existing shaders. If your ImTextureId re present a higher-level concept than just a GL texture id, consider calling GetTe xDataAsAlpha8() instead to save on GPU memory. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32 -bit (75% of the memory is wasted, but default font is so small) because it is m ore likely to be compatible with user's existing shaders. If your ImTextureId re present a higher-level concept than just a GL texture id, consider calling GetTe xDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system // Upload texture to graphics system
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR888 8, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == NULL) if (bd->FontTexture == NULL)
{ {
SDL_Log("error creating texture"); SDL_Log("error creating texture");
return false; return false;
} }
SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
// Store our identifier // Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
 End of changes. 1 change blocks. 
1 lines changed or deleted 1 lines changed or added

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