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Synced/merged minor cruft from master branch to minimize drift. Only meaningful change AFAIK is removing ImGuiComboFlags_PopupAlignLeft flag from the tab list combo emitted by TabBar.
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12 changed files with 32 additions and 29 deletions
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@ -152,7 +152,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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g_pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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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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{
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void* mapped_resource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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@ -494,9 +494,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_dx10";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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