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Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502)
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10 changed files with 37 additions and 15 deletions
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@ -24,6 +24,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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@ -489,9 +490,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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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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D3D12_STATIC_SAMPLER_DESC staticSampler = {};
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staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.MipLODBias = 0.f;
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staticSampler.MaxAnisotropy = 0;
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staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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