diff --git a/extern/imgui_patched/backends/imgui_impl_opengl2.cpp b/extern/imgui_patched/backends/imgui_impl_opengl2.cpp index d1b56c7e7..7eecab73d 100644 --- a/extern/imgui_patched/backends/imgui_impl_opengl2.cpp +++ b/extern/imgui_patched/backends/imgui_impl_opengl2.cpp @@ -260,7 +260,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); unsigned char* pixels; 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 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. + io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); // Load as Alpha8 8-bit, because we don't use shaders anyway. // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) @@ -271,7 +271,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);