Minor documentation tweaks
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// Newcomers, read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
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// Get latest version at https://github.com/ocornut/imgui
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// Releases change-log at https://github.com/ocornut/imgui/releases
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// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/772
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// This library is free but I need your support to sustain development and maintenance.
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// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui
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Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
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in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
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Q: What is ImTextureID and how do I display an image?
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A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
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ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
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ISSUES & TODO-LIST
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==================
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Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues
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The list below consist mostly of notes of things to do before they are requested/discussed by users (at that point it usually happens on the github)
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The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point it usually moves to the github)
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- doc: add a proper documentation+regression testing system (#435)
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- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
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