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ImGui: Process texture ops even when minimized. (#3506)

Branimir Karadžić 2 săptămâni în urmă
părinte
comite
4a28b87897
1 a modificat fișierele cu 9 adăugiri și 9 ștergeri
  1. 9 9
      examples/common/imgui/imgui.cpp

+ 9 - 9
examples/common/imgui/imgui.cpp

@@ -67,15 +67,6 @@ struct OcornutImguiContext
 {
 	void render(ImDrawData* _drawData)
 	{
-		// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
-		int32_t dispWidth  = int32_t(_drawData->DisplaySize.x * _drawData->FramebufferScale.x);
-		int32_t dispHeight = int32_t(_drawData->DisplaySize.y * _drawData->FramebufferScale.y);
-		if (dispWidth  <= 0
-		||  dispHeight <= 0)
-		{
-			return;
-		}
-
 		if (NULL != _drawData->Textures)
 		{
 			for (ImTextureData* texData : *_drawData->Textures)
@@ -140,6 +131,15 @@ struct OcornutImguiContext
 			}
 		}
 
+		// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+		int32_t dispWidth  = int32_t(_drawData->DisplaySize.x * _drawData->FramebufferScale.x);
+		int32_t dispHeight = int32_t(_drawData->DisplaySize.y * _drawData->FramebufferScale.y);
+		if (dispWidth  <= 0
+		||  dispHeight <= 0)
+		{
+			return;
+		}
+
 		bgfx::setViewName(m_viewId, "ImGui");
 		bgfx::setViewMode(m_viewId, bgfx::ViewMode::Sequential);