void*TexID;// User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
unsignedchar*TexPixelsAlpha8;// 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsignedint*TexPixelsRGBA32;// 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
intTexWidth;
intTexHeight;
intTexWidth;// Texture width calculated during Build().
intTexHeight;// Texture height calculated during Build().
intTexDesiredWidth;// Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
ImVec2TexUvWhitePixel;// Texture coordinates to a white pixel (part of the TexExtraData block)
TexWidth=(TexDesiredWidth >0)?TexDesiredWidth:(total_glyph_count>2000)?2048:(total_glyph_count >1000)?1024:512;// Width doesn't actually matters much but some API/GPU have texture size limitations, and increasing width can decrease height.