Make font atlas packing padding configurable
diff --git a/imgui.h b/imgui.h
index 195cdcc..e5f8a61 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1382,6 +1382,7 @@
int TexWidth; // Texture width calculated during Build().
int TexHeight; // Texture height calculated during Build().
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
+ int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 3eb8eea..acae0e2 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -1061,6 +1061,7 @@
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
TexWidth = TexHeight = TexDesiredWidth = 0;
+ TexGlyphPadding = 1;
TexUvWhitePixel = ImVec2(0, 0);
}
@@ -1314,13 +1315,13 @@
}
}
- // Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth if they wish.
+ // Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
TexHeight = 0;
const int max_tex_height = 1024*32;
stbtt_pack_context spc;
- stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL);
+ stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, TexGlyphPadding, NULL);
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
ImVector<stbrp_rect> extra_rects;