diff options
Diffstat (limited to 'imgui/imconfig.h')
-rw-r--r-- | imgui/imconfig.h | 6 |
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 |