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Fonts: turn public facing BuildRegisterGlyph() into ImFontAtlasBuildAddFontGlyph() thats sets up UV.
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4 changed files with 34 additions and 34 deletions
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@ -529,14 +529,10 @@ bool ImGui_ImplFreeType_FontAddGlyph(ImFontAtlas* atlas, ImFont* font, ImFontCon
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glyph.Y0 = glyph_off_y * recip_v + font_off_y;
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glyph.X1 = (glyph_off_x + w) * recip_h + font_off_x;
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glyph.Y1 = (glyph_off_y + h) * recip_v + font_off_y;
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glyph.U0 = (r->x) * atlas->TexUvScale.x;
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glyph.V0 = (r->y) * atlas->TexUvScale.y;
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glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x;
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glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y;
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glyph.PackId = pack_id;
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glyph.Visible = true;
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glyph.Colored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA);
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font->BuildRegisterGlyph(src, &glyph);
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glyph.PackId = pack_id;
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ImFontAtlasBuildAddFontGlyph(atlas, font, src, &glyph);
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// Copy to texture, post-process and queue update for backend
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ImTextureData* tex = atlas->TexData;
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@ -548,7 +544,7 @@ bool ImGui_ImplFreeType_FontAddGlyph(ImFontAtlas* atlas, ImFont* font, ImFontCon
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}
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else
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{
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font->BuildRegisterGlyph(src, &glyph);
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ImFontAtlasBuildAddFontGlyph(atlas, font, src, &glyph);
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}
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return true;
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}
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