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@ -1903,9 +1903,9 @@ struct ImFontAtlas |
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// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
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// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
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IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
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IMGUI_API bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } |
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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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bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } |
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void SetTexID(ImTextureID id) { TexID = id; } |
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//-------------------------------------------
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