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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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@ -15,6 +15,7 @@
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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: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
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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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@ -125,6 +126,8 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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// Setup orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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