Lines Matching defs:Render

174    phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render().
203 // Render dear imgui into screen
204 ImGui::Render();
257 // Render imgui, swap buffers
258 // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code)
260 ImGui::Render();
306 // Render 'pcmd->ElemCount/3' indexed triangles.
405 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
607 The renderer function called after ImGui::Render() will receive that same value that the user code passed:
896 A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
918 - tip: you can call Render() multiple times (e.g for VR renders).
2345 // Render
2372 // Render a rectangle shaped with optional rounding and borders
2398 // Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
3052 // Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame()
3375 IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
3526 // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
3759 // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
3851 void ImGui::Render()
3889 // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
4872 IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
5272 // Render resize grips (after their input handling so we don't have a frame of latency)
8727 // Render default drop visuals
9312 ImDrawList* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list