Docs: fixed mismatched parentheses & other small changes. (#8922)

This commit is contained in:
fdsa
2025-09-08 11:30:14 +02:00
committed by ocornut
parent 02af06ea5f
commit 09ebcf1779
11 changed files with 38 additions and 38 deletions
+3 -3
View File
@@ -124,7 +124,7 @@ struct ImGui_ImplVulkan_MainPipelineCreateInfo
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
#endif
};
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext))
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext)))
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
@@ -163,12 +163,12 @@ struct ImGui_ImplVulkan_RenderState
//
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
// render pass, frame buffers, etc.). You may read this code if you are curious, but
// it is recommended you use you own custom tailored code to do equivalent work.
// it is recommended you use your own custom tailored code to do equivalent work.
//
// We don't provide a strong guarantee that we won't change those functions API.
//
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
// by the regular ImGui_ImplVulkan_XXX functions).
// by the regular ImGui_ImplVulkan_XXX functions.
//-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_Frame;