update Dear ImGui to 1.92.0, part 1
This commit is contained in:
parent
e757ccec55
commit
11ecbebcdc
52 changed files with 7788 additions and 3871 deletions
180
extern/imgui_patched/backends/imgui_impl_opengl3.cpp
vendored
180
extern/imgui_patched/backends/imgui_impl_opengl3.cpp
vendored
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@ -4,8 +4,9 @@
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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@ -24,6 +25,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().
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// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664)
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// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
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// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
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@ -235,7 +238,7 @@ struct ImGui_ImplOpenGL3_Data
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bool GlProfileIsES3;
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bool GlProfileIsCompat;
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GLint GlProfileMask;
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GLuint FontTexture;
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GLint MaxTextureSize;
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GLuint ShaderHandle;
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GLint AttribLocationTex; // Uniforms location
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GLint AttribLocationProjMtx;
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@ -248,6 +251,7 @@ struct ImGui_ImplOpenGL3_Data
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bool HasPolygonMode;
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bool HasClipOrigin;
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bool UseBufferSubData;
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ImVector<char> TempBuffer;
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ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -338,11 +342,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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if (major == 0 && minor == 0)
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sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
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bd->GlVersion = (GLuint)(major * 100 + minor * 10);
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#if defined(GL_CONTEXT_PROFILE_MASK)
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if (bd->GlVersion >= 320)
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
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bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
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#endif
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
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#if defined(IMGUI_IMPL_OPENGL_ES3)
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bd->GlProfileIsES3 = true;
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@ -351,6 +351,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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bd->GlProfileIsES3 = true;
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#endif
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#if defined(GL_CONTEXT_PROFILE_MASK)
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if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
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bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
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#endif
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bd->UseBufferSubData = false;
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/*
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// Query vendor to enable glBufferSubData kludge
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@ -370,7 +376,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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if (bd->GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
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@ -426,7 +436,7 @@ void ImGui_ImplOpenGL3_Shutdown()
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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IM_DELETE(bd);
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}
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@ -439,12 +449,8 @@ bool ImGui_ImplOpenGL3_NewFrame()
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ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
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if (!bd->ShaderHandle)
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ret=ImGui_ImplOpenGL3_CreateDeviceObjects();
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if (!bd->FontTexture)
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if (!ImGui_ImplOpenGL3_CreateFontsTexture()) ret=false;
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return ret;
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if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
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IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
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}
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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@ -460,7 +466,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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if (bd->GlVersion >= 310)
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if (!bd->GlProfileIsES3 && bd->GlVersion >= 310)
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glDisable(GL_PRIMITIVE_RESTART);
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
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@ -536,6 +542,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
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if (draw_data->Textures != nullptr)
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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ImGui_ImplOpenGL3_UpdateTexture(tex);
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// Backup GL state
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GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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@ -572,7 +585,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
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GLboolean last_enable_primitive_restart = (!bd->GlProfileIsES3 && bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
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#endif
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// Setup desired GL state
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@ -691,7 +704,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
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if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
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@ -704,56 +717,82 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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(void)bd; // Not all compilation paths use this
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}
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bool ImGui_ImplOpenGL3_CreateFontsTexture()
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static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
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glDeleteTextures(1, &gl_tex_id);
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// Build texture atlas
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unsigned char* pixels;
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int width, height;
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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 more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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// clear errors
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glGetError();
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GL_CALL_FALSE(glGenTextures(1, &bd->FontTexture));
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GL_CALL_FALSE(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#endif
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glGetError();
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GL_CALL_FALSE(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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// Store identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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// Restore state
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GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
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return true;
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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tex->SetStatus(ImTextureStatus_Destroyed);
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}
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void ImGui_ImplOpenGL3_DestroyFontsTexture()
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void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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if (bd->FontTexture)
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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glDeleteTextures(1, &bd->FontTexture);
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io.Fonts->SetTexID(0);
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bd->FontTexture = 0;
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// Create and upload new texture to graphics system
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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const void* pixels = tex->GetPixels();
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GLuint gl_texture_id = 0;
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GL_CALL(glGenTextures(1, &gl_texture_id));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#endif
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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// Store identifiers
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tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
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tex->SetStatus(ImTextureStatus_OK);
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// Restore state
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GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
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}
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else if (tex->Status == ImTextureStatus_WantUpdates)
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{
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// Update selected blocks. We only ever write to textures regions which have never been used before!
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// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
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GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
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#if 0// GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
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for (ImTextureRect& r : tex->Updates)
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GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#else
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// GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line.
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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for (ImTextureRect& r : tex->Updates)
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{
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const int src_pitch = r.w * tex->BytesPerPixel;
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bd->TempBuffer.resize(r.h * src_pitch);
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char* out_p = bd->TempBuffer.Data;
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for (int y = 0; y < r.h; y++, out_p += src_pitch)
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memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch);
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IM_ASSERT(out_p == bd->TempBuffer.end());
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GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data));
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}
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#endif
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tex->SetStatus(ImTextureStatus_OK);
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GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
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}
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else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
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ImGui_ImplOpenGL3_DestroyTexture(tex);
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}
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// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
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@ -945,21 +984,24 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));
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glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
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glCompileShader(vert_handle);
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CheckShader(vert_handle, "vertex shader");
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if (!CheckShader(vert_handle, "vertex shader"))
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return false;
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const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
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GLuint frag_handle;
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GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));
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glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
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glCompileShader(frag_handle);
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CheckShader(frag_handle, "fragment shader");
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if (!CheckShader(frag_handle, "fragment shader"))
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return false;
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// Link
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bd->ShaderHandle = glCreateProgram();
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glAttachShader(bd->ShaderHandle, vert_handle);
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glAttachShader(bd->ShaderHandle, frag_handle);
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glLinkProgram(bd->ShaderHandle);
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CheckProgram(bd->ShaderHandle, "shader program");
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if (!CheckProgram(bd->ShaderHandle, "shader program"))
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return false;
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glDetachShader(bd->ShaderHandle, vert_handle);
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glDetachShader(bd->ShaderHandle, frag_handle);
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@ -976,10 +1018,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glGenBuffers(1, &bd->VboHandle);
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glGenBuffers(1, &bd->ElementsHandle);
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bool whatReturn=true;
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if (!ImGui_ImplOpenGL3_CreateFontsTexture()) whatReturn=false;
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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@ -999,7 +1037,11 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
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if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
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if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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// Destroy all textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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if (tex->RefCount == 1)
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ImGui_ImplOpenGL3_DestroyTexture(tex);
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}
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//--------------------------------------------------------------------------------------------------------
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