GUI: enable 32-bit ImDrawIdx
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@ -97,7 +97,9 @@
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// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
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// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
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// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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//#define ImDrawIdx unsigned int
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#ifndef IS_MOBILE
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#define ImDrawIdx unsigned int
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#endif
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//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
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//struct ImDrawList;
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@ -96,7 +96,9 @@
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// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
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// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
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// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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//#define ImDrawIdx unsigned int
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#ifndef IS_MOBILE
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#define ImDrawIdx unsigned int
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#endif
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//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
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//struct ImDrawList;
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