Description
Version/Branch of Dear ImGui:
Branch: tables branch (a53ee5e) merged into the docking branch (3d4af15)
Back-end/Renderer/Compiler/OS
Back-ends: we use custom abstract render interface, but it looks like d3d11 implementation.
Compiler: doesn't matter
Operating System: doesn't matter
My Issue/Question:
I want to add an opportunity to use point filtering (and save linear filter for usual rendering) for some textures in the imgui's shader, for example, to implement such tools like a magnifier (where is important to see pixels clearly).
To implement it, I have merely extended ImDrawListFlags_
adding a new flag constexpr int ImDrawListFlags_PointFiltration = 1 << 31;
in our imgui_integration.hpp file (I did it because we use imgui as the third party and it wasn't comfortable to patch).
After it, in the ImGui_ImplDX11_RenderDrawData
I just check a new flag and pass a new constant to the shader, which selects a sampler.
What do you think about this approach? Is it ok and lies in the imgui's logic or may be here exist more right solution?
It seems there is a way to use callbacks, but be honest such approach doesn't look fine some reasons.