if(g_pVertexShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if(g_pPixelShaderBlob==NULL)// NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
io.DisplaySize=ImVec2((float)(rect.right-rect.left),(float)(rect.bottom-rect.top));// Display size, in pixels. For clamping windows positions.
io.DisplaySize=ImVec2((float)display_w,(float)display_h);// Display size, in pixels. For clamping windows positions.
io.DeltaTime=1.0f/60.0f;// Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.KeyMap[ImGuiKey_Tab]=VK_TAB;// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.DisplaySize=ImVec2((float)(rect.right-rect.left),(float)(rect.bottom-rect.top));// Display size, in pixels. For clamping windows positions.
io.DisplaySize=ImVec2((float)display_w,(float)display_h);// Display size, in pixels. For clamping windows positions.
io.DeltaTime=1.0f/60.0f;// Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.KeyMap[ImGuiKey_Tab]=VK_TAB;// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
mousePosScale.x=(float)fb_w /w;// Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
mousePosScale.x=(float)display_w /w;// Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
mousePosScale.y=(float)display_h /h;
ImGuiIO&io=ImGui::GetIO();
io.DisplaySize=ImVec2((float)fb_w,(float)fb_h);// Display size, in pixels. For clamping windows positions.
io.DisplaySize=ImVec2((float)display_w,(float)display_h);// Display size, in pixels. For clamping windows positions.
io.DeltaTime=1.0f/60.0f;// Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.PixelCenterOffset=0.0f;// Align OpenGL texels
io.KeyMap[ImGuiKey_Tab]=GLFW_KEY_TAB;// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.