intOversampleH,OversampleV;// 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
boolPixelSnapH;// false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
ImVec2GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs
constImWchar*GlyphRanges;// // List of Unicode range (2 value per range, values are inclusive, zero-terminated list)
constImWchar*GlyphRanges;// // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
boolMergeMode;// false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
boolMergeGlyphCenterV;// false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
@ -1273,6 +1273,7 @@ struct ImFontConfig
// 3. Upload the pixels data into a texture within your graphics system.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearTexData() to free textures memory on the heap.
// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.