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Diffstat (limited to 'imgui/imconfig.h')
-rw-r--r--imgui/imconfig.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/imgui/imconfig.h b/imgui/imconfig.h
index 78d38d27..3c88b3af 100644
--- a/imgui/imconfig.h
+++ b/imgui/imconfig.h
@@ -17,7 +17,7 @@
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
-//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
+//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
@@ -64,9 +64,9 @@
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
-//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
+//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
-// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
+// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
#define ImDrawIdx unsigned int