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Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201)
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@ -4,6 +4,7 @@
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR is supported, as this is the optimal color encoding for DirectX9.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -4,6 +4,7 @@
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR is supported, as this is the optimal color encoding for DirectX9.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -59,7 +59,7 @@
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
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//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
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//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
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3
imgui.h
3
imgui.h
@ -2715,7 +2715,8 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
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#endif
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#endif
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// Helpers macros to generate 32-bit encoded colors
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// Helpers macros to generate 32-bit encoded colors
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// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
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// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
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// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
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#ifndef IM_COL32_R_SHIFT
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#ifndef IM_COL32_R_SHIFT
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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#define IM_COL32_R_SHIFT 16
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#define IM_COL32_R_SHIFT 16
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