use Alpha8 texture in OpenGL 1.1
no shaders anyway so we can save memory
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2c3eaee513
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@ -260,7 +260,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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unsigned char* pixels;
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unsigned char* pixels;
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int width, height;
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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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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); // Load as Alpha8 8-bit, because we don't use shaders anyway.
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// Upload texture to graphics system
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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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// (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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@ -271,7 +271,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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