From cc60dcf5342657d6c49fa1e13b5858aa601b2d22 Mon Sep 17 00:00:00 2001 From: tildearrow Date: Thu, 10 Aug 2023 01:06:23 -0500 Subject: [PATCH] GUI: enable 32-bit ImDrawIdx --- extern/imgui_patched/imconfig.h | 4 +++- extern/imgui_patched/imconfig_fur.h | 4 +++- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/extern/imgui_patched/imconfig.h b/extern/imgui_patched/imconfig.h index 876cf32f..860c0b42 100644 --- a/extern/imgui_patched/imconfig.h +++ b/extern/imgui_patched/imconfig.h @@ -97,7 +97,9 @@ // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). // Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. -//#define ImDrawIdx unsigned int +#ifndef IS_MOBILE +#define ImDrawIdx unsigned int +#endif //---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) //struct ImDrawList; diff --git a/extern/imgui_patched/imconfig_fur.h b/extern/imgui_patched/imconfig_fur.h index 9c62b396..30ca7473 100644 --- a/extern/imgui_patched/imconfig_fur.h +++ b/extern/imgui_patched/imconfig_fur.h @@ -96,7 +96,9 @@ // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). // Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. -//#define ImDrawIdx unsigned int +#ifndef IS_MOBILE +#define ImDrawIdx unsigned int +#endif //---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) //struct ImDrawList;