Fixed Tesselation -> Tessellation in comments.
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@ -42,9 +42,9 @@ HOW TO UPDATE?
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Breaking Changes:
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Breaking Changes:
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- Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in
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- Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in
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favor of `style.CurveTesselationMaxError` (default 1.12)` which is in Pixels unit. It is
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favor of `style.CurveTessellationMaxError` (default 1.12)` which is in Pixels unit. It is
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easier to tweak + this allows us to easily scale error threshold on high density screens.
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easier to tweak + this allows us to easily scale error threshold on high density screens.
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- style.CurveTesselationMaxError == sqrf(style.CurveTessellationTol).
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- style.CurveTessellationMaxError == sqrf(style.CurveTessellationTol).
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- Backends:
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- Backends:
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- DirectX12: Removed support for legacy `ImGui_ImplDX12_Init()` signature, which was
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- DirectX12: Removed support for legacy `ImGui_ImplDX12_Init()` signature, which was
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obsoleted in 1.91.6 (December 2014), because it needed to forcefully disable support
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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:
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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.
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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.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 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.
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- 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.
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- style.CurveTesselationMaxError == sqrf(style.CurveTessellationTol).
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- style.CurveTessellationMaxError == sqrf(style.CurveTessellationTol).
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- 2026/07/20 (1.92.9) - DragXXX, SliderXXX, InputScalar: with `ImGuiItemFlags_LiveEditOnInputScalar` now defaulting to being disabled:
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- 2026/07/20 (1.92.9) - DragXXX, SliderXXX, InputScalar: with `ImGuiItemFlags_LiveEditOnInputScalar` now defaulting to being disabled:
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inputting a value with the keyboard doesn't write intermediate values to backing variable. (#9476)
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inputting a value with the keyboard doesn't write intermediate values to backing variable. (#9476)
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- Before: DragFloat() with user typing "123" --> write back 1, then 12, then 123.
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- Before: DragFloat() with user typing "123" --> write back 1, then 12, then 123.
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@ -1572,7 +1572,7 @@ ImGuiStyle::ImGuiStyle()
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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.
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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.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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// Rendering & Tesselation
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// Rendering & Tessellation
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AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
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AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
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AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
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AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
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AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
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AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
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2
imgui.h
2
imgui.h
@ -2384,7 +2384,7 @@ struct ImGuiStyle
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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).
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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).
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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.
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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.
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// Rendering & Tesselation
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// Rendering & Tessellation
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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).
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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).
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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).
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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).
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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).
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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).
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