mirror of
https://github.com/ocornut/imgui.git
synced 2026-01-09 23:54:20 +00:00
Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency.
This commit is contained in:
parent
041ef01b33
commit
124c2608f1
65 changed files with 265 additions and 261 deletions
|
|
@ -76,12 +76,12 @@
|
|||
*/
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer back-end will need to support it (most example renderer back-ends 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.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly)
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue