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OpenGL example: minor tweak for non-default font.
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@ -204,12 +204,16 @@ void InitImGui()
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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int tex_x, tex_y, tex_comp;
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int tex_x, tex_y, tex_comp;
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void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
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void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
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IM_ASSERT(tex_data != NULL);
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#else
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#else
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// Custom font from filesystem
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// Custom font from filesystem
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io.Font = new ImBitmapFont();
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io.Font = new ImBitmapFont();
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io.Font->LoadFromFile("../../extra_fonts/arial_unicode_ms_18_CJK.fnt");
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io.Font->LoadFromFile("../../extra_fonts/mplus-2m-medium_18.fnt");
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IM_ASSERT(io.Font->IsLoaded());
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int tex_x, tex_y, tex_comp;
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int tex_x, tex_y, tex_comp;
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void* tex_data = stbi_load("../../extra_fonts/arial_unicode_ms_18_CJK.png", &tex_x, &tex_y, &tex_comp, 4);
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void* tex_data = stbi_load("../../extra_fonts/mplus-2m-medium_18.png", &tex_x, &tex_y, &tex_comp, 0);
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IM_ASSERT(tex_data != NULL);
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// Automatically find white pixel from the texture we just loaded
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// Automatically find white pixel from the texture we just loaded
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// (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
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// (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
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