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Fixed more FAQ links. (#2848)
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docs/FAQ.md
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docs/FAQ.md
@ -1,8 +1,10 @@
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# FAQ (Frequenty Asked Questions)
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# FAQ (Frequenty Asked Questions)
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You may browse this document at:
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You may link to this document using short form:
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https://www.dearimgui.org/faq
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or its real address:
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https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
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https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
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or use any Markdown viewer.
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or view this file with any Markdown viewer.
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## Index
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## Index
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@ -282,7 +284,7 @@ node open/closed state differently. See what makes more sense in your situation!
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Short explanation:
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Short explanation:
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- Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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- Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
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- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
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- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
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- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
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- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
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- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
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@ -294,7 +296,7 @@ Long explanation:
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We carry the information to identify a "texture" in the ImTextureID type.
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We carry the information to identify a "texture" in the ImTextureID type.
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ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
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ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
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Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
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Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
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- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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```
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```
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OpenGL:
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OpenGL:
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- ImTextureID = GLuint
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- ImTextureID = GLuint
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@ -157,7 +157,7 @@ Custom engine
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### Support, Frequently Asked Questions (FAQ)
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### Support, Frequently Asked Questions (FAQ)
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Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/wiki/FAQ) page, e.g.:
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Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page, e.g.:
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**Basics**
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**Basics**
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- "Where is the documentation?"
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- "Where is the documentation?"
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@ -1,16 +1,16 @@
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(Click "Preview" to turn any http URL into a clickable link)
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(Click "Preview" to turn any http URL into a clickable link)
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1. PLEASE CAREFULLY READ:
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1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
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https://github.com/ocornut/imgui/issues/2261
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2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
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2. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261
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https://discourse.dearimgui.org
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3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
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2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forum](https://discourse.dearimgui.org/c/getting-started).
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3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
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4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
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4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
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5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
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5. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
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Thank you!
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Thank you!
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@ -2,7 +2,7 @@
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Platform: Clipboard support (from Allegro 5.1.12)
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// [X] Platform: Clipboard support (from Allegro 5.1.12)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Issues:
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// Issues:
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@ -2,7 +2,7 @@
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Platform: Clipboard support (from Allegro 5.1.12)
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// [X] Platform: Clipboard support (from Allegro 5.1.12)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Issues:
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// Issues:
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// Issues:
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// Issues:
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// Issues:
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// Issues:
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -2,7 +2,7 @@
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
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// Missing features:
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// Missing features:
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// [ ] Renderer: Clipping rectangles are not honored.
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// [ ] Renderer: Clipping rectangles are not honored.
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// This needs to be used along with a Platform Binding (e.g. OSX)
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// This needs to be used along with a Platform Binding (e.g. OSX)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// This needs to be used along with a Platform Binding (e.g. OSX)
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// This needs to be used along with a Platform Binding (e.g. OSX)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
|
@ -4,7 +4,7 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
|
@ -13,7 +13,7 @@ You may also load external .TTF/.OTF files.
|
|||||||
The files in this folder are suggested fonts, provided as a convenience.
|
The files in this folder are suggested fonts, provided as a convenience.
|
||||||
|
|
||||||
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||||
Also read dear imgui FAQ in imgui.cpp!
|
Also read the FAQ: https://www.dearimgui.org/faq
|
||||||
|
|
||||||
If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum:
|
If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum:
|
||||||
https://discourse.dearimgui.org/c/getting-started
|
https://discourse.dearimgui.org/c/getting-started
|
||||||
|
Loading…
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Reference in New Issue
Block a user