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@ -142,7 +142,7 @@
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// Load texture atlas (there is a default font so you don't need to care about choosing a font yet)
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// Load texture atlas (there is a default font so you don't need to care about choosing a font yet)
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unsigned char* pixels;
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unsigned char* pixels;
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int width, height;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// TODO: At this points you've got the texture data and you need to upload that your your graphic system:
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// TODO: At this points you've got the texture data and you need to upload that your your graphic system:
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MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA)
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MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA)
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// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'. This will be passed back to your via the renderer.
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// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'. This will be passed back to your via the renderer.
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