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directx10 example drawing font error #1733
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The reason is that the DX10 back-end still have a call to With the current code is creates a discrepancy between the Fonts[] array keeping hold old fonts and the source This is related to #1731 EDITED |
OK so it's not that bad, basically in 6cee2fc I removed this call every back-end but accidentally left in the DX10 back-end. It would create an extra copy of the CPU-side ImFont on every rebuild of the texture and that array would grow. It isn't noticeable with the default font because all our copies of the fonts are perfect match (so old UV matches new UV). The reason it's not that bad is that this |
Hi

i just noticed that directx10 example has a font drawing error after resize the window
note that it doesn't happen if i use the default embedded font , but only if i load it from file .
try uncomment the line (io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);)
then resize the window , you'll get this
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