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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp
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@@ -54,8 +54,11 @@ Other changes:
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- Nav: Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope,
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regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz]
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- Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237)
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- Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on
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indiviudal left/right alt key without intefering with the other.
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- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect.
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- Debug Tools: Debug Log: Added "Input Routing" logging.
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- Debug Tools: Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) [@Peter0x44]
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- Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by
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allocating one extra semaphore than in-flight frames. (#7236) [@mklefrancois]
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- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
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@@ -64,6 +67,11 @@ Other changes:
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- Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn
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update stopped setting default values. (#7232) [@GrigoryGraborenko]
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- Backends: WebGPU: Fixed pipeline layout leak. (#7245) [@rajveermalviya]
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- Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253)
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- Internals: Many improvements related to yet unpublicized shortcut routing and input ownership systems.
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- Internals: InputText: Add way to force reload of user-buf when active. (#2890) [@kudaba, @ocornut]
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Often requested in some form (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968),
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and useful for interactive completion/suggestions popups (#2057, #718)
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Docking+Viewports Branch:
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@@ -53,7 +53,7 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time.
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This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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Some solutions:
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- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality looss.
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- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
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Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
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- Reduce glyphs ranges by calculating them from source localization data.
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You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
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