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@ -89,8 +89,8 @@
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// Load texture
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
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int width, height, bytes_per_pixels;
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io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height, &bytes_per_pixels);
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// TODO: copy texture to graphics memory.
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// TODO: store your texture pointer/identifier in 'io.Fonts->TexID'
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imgui.h
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imgui.h
@ -773,6 +773,7 @@ struct ImFontAtlas
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// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
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// After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)
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// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
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// Pitch = Width * BytesPerPixels
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IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
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IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
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IMGUI_API void SetTexID(void* id) { TexID = id; }
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