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@ -503,7 +503,7 @@ |
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// Turn the RGBA pixel data into an OpenGL texture:
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// Turn the RGBA pixel data into an OpenGL texture:
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GLuint my_opengl_texture; |
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GLuint my_opengl_texture; |
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glGenTextures(1, &my_opengl_texture); |
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glGenTextures(1, &my_opengl_texture); |
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glBindTexture(GL_TEXTURE_2D, image_tex); |
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glBindTexture(GL_TEXTURE_2D, my_opengl_texture); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); |
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@ -2541,7 +2541,6 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con |
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if (new_best) |
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if (new_best) |
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{ |
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{ |
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result->ID = id; |
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result->ID = id; |
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result->ParentID = window->IDStack.back(); |
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result->Window = window; |
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result->Window = window; |
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result->RectRel = nav_bb_rel; |
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result->RectRel = nav_bb_rel; |
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} |
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} |
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