From eae4e761da7093cba493ff435608ecaee03bee4c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Micha=C5=82=20Lewandowski?= <49685661+FakeMichau@users.noreply.github.com> Date: Tue, 10 Mar 2026 18:12:42 +0100 Subject: [PATCH] Enable imgui math, welp --- OptiScaler/include/imgui/imconfig.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OptiScaler/include/imgui/imconfig.h b/OptiScaler/include/imgui/imconfig.h index e324c18e..34a0a97e 100644 --- a/OptiScaler/include/imgui/imconfig.h +++ b/OptiScaler/include/imgui/imconfig.h @@ -110,7 +110,7 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ //---- ...Or use Dear ImGui's own very basic math operators. -//#define IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).