More typos in comments (#2738)
This commit is contained in:
parent
a856c670c1
commit
c4b0bf718a
@ -638,7 +638,7 @@ CODE
|
||||
- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
|
||||
an image from the end-user perspective. This is what the _examples_ rendering functions are using:
|
||||
|
||||
OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
|
||||
OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp)
|
||||
DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
|
||||
DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
|
||||
DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
|
||||
|
@ -759,7 +759,7 @@ static void ShowDemoWindowWidgets()
|
||||
// Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
|
||||
// Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
|
||||
// If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID.
|
||||
// (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
|
||||
// (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
|
||||
// If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc.
|
||||
// Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
|
||||
// Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
|
||||
|
Loading…
Reference in New Issue
Block a user