Lines Matching defs:draw_data

261         ImDrawData* draw_data = ImGui::GetDrawData();
262 MyImGuiRenderFunction(draw_data);
271 void void MyImGuiRenderFunction(ImDrawData* draw_data)
274 // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
275 // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
277 for (int n = 0; n < draw_data->CmdListsCount; n++)
279 const ImDrawList* cmd_list = draw_data->CmdLists[n];
298 // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
299 // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
301 // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
303 ImVec2 pos = draw_data->DisplayPos;
496 new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
497 parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
501 - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
3727 static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
3730 draw_data->Valid = true;
3731 draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
3732 draw_data->CmdListsCount = draw_lists->Size;
3733 draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
3734 draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
3735 draw_data->DisplaySize = io.DisplaySize;
3736 draw_data->FramebufferScale = io.DisplayFramebufferScale;
3739 draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
3740 draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;