32-bit ImDrawIdx on mobile

issue #1538
This commit is contained in:
tildearrow 2023-10-20 17:00:08 -05:00
parent 543344468b
commit 6754ccb9ec

View file

@ -104,9 +104,9 @@
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
#ifndef IS_MOBILE //#ifndef IS_MOBILE
#define ImDrawIdx unsigned int #define ImDrawIdx unsigned int
#endif //#endif
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) //---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList; //struct ImDrawList;