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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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- bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
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+ bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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