Fixed Tesselation -> Tessellation in comments.

This commit is contained in:
ocornut 2026-09-07 16:38:38 +02:00
parent 53d421955f
commit 9090ba71e5
3 changed files with 6 additions and 6 deletions

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@ -42,9 +42,9 @@ HOW TO UPDATE?
Breaking Changes: Breaking Changes:
- Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in - Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in
favor of `style.CurveTesselationMaxError` (default 1.12)` which is in Pixels unit. It is favor of `style.CurveTessellationMaxError` (default 1.12)` which is in Pixels unit. It is
easier to tweak + this allows us to easily scale error threshold on high density screens. easier to tweak + this allows us to easily scale error threshold on high density screens.
- style.CurveTesselationMaxError == sqrf(style.CurveTessellationTol). - style.CurveTessellationMaxError == sqrf(style.CurveTessellationTol).
- Backends: - Backends:
- DirectX12: Removed support for legacy `ImGui_ImplDX12_Init()` signature, which was - DirectX12: Removed support for legacy `ImGui_ImplDX12_Init()` signature, which was
obsoleted in 1.91.6 (December 2014), because it needed to forcefully disable support obsoleted in 1.91.6 (December 2014), because it needed to forcefully disable support

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@ -395,8 +395,8 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2026/08/03 (1.93.0) - Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in favor of `style.CurveTesselationMaxError` (default 1.12)` which is in Pixels unit. - 2026/08/03 (1.93.0) - Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in favor of `style.CurveTessellationMaxError` (default 1.12)` which is in Pixels unit.
- style.CurveTesselationMaxError == sqrf(style.CurveTessellationTol). - style.CurveTessellationMaxError == sqrf(style.CurveTessellationTol).
- 2026/07/20 (1.92.9) - DragXXX, SliderXXX, InputScalar: with `ImGuiItemFlags_LiveEditOnInputScalar` now defaulting to being disabled: - 2026/07/20 (1.92.9) - DragXXX, SliderXXX, InputScalar: with `ImGuiItemFlags_LiveEditOnInputScalar` now defaulting to being disabled:
inputting a value with the keyboard doesn't write intermediate values to backing variable. (#9476) inputting a value with the keyboard doesn't write intermediate values to backing variable. (#9476)
- Before: DragFloat() with user typing "123" --> write back 1, then 12, then 123. - Before: DragFloat() with user typing "123" --> write back 1, then 12, then 123.
@ -1572,7 +1572,7 @@ ImGuiStyle::ImGuiStyle()
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
// Rendering & Tesselation // Rendering & Tessellation
AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).

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@ -2384,7 +2384,7 @@ struct ImGuiStyle
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
// Rendering & Tesselation // Rendering & Tessellation
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).