[OpenGL] Use 32bit font texture until someone figures out why 8-bit looks worse
@@ -96,7 +96,7 @@ static bool ImGui_ImplOpenGL3_CreateFontsTexture()
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
- io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
@@ -109,7 +109,7 @@ static bool ImGui_ImplOpenGL3_CreateFontsTexture()
if (g_IsGLES || g_GlVersion >= 2000)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
@@ -249,7 +249,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
- " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st).r;\n"
+ " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_130 =
@@ -259,7 +259,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
- " Out_Color = Frag_Color * texture(Texture, Frag_UV.st).r;\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_300_es =
@@ -270,7 +270,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
- " Out_Color = Frag_Color * texture(Texture, Frag_UV.st).r;\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_410_core =
@@ -280,7 +280,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
- " Out_Color = Frag_Color * texture(Texture, Frag_UV.st).r;\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
#ifndef NDEBUG
