mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-01 02:37:24 +01:00
This commit is contained in:
parent
7763ab3fcc
commit
6bd3b45b34
@ -46,12 +46,13 @@ Also note that some setup or GPU drivers may be causing extra lag (possibly by e
|
|||||||
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
|
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
|
||||||
|
|
||||||
opengl2_example/
|
opengl2_example/
|
||||||
*DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
|
**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||||
GLFW + OpenGL example (old, fixed graphic pipeline).
|
**Prefer using the code in the opengl3_example/ folder**
|
||||||
This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
|
GLFW + OpenGL example (legacy fixed graphic pipeline).
|
||||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
|
This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
||||||
more complicated, will require your code to reset every single OpenGL attributes to their initial state,
|
If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
||||||
and might confuse your GPU driver. Prefer using opengl3_example.
|
complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
||||||
|
confuse your GPU driver.
|
||||||
|
|
||||||
opengl3_example/
|
opengl3_example/
|
||||||
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
|
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
|
||||||
|
@ -1,12 +1,13 @@
|
|||||||
// ImGui GLFW binding with OpenGL
|
// ImGui GLFW binding with OpenGL (legacy fixed pipeline)
|
||||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||||
|
|
||||||
// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
|
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||||
// This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
|
// **Prefer using the code in the opengl3_example/ folder**
|
||||||
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
|
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
||||||
// more complicated, will require your code to reset every single OpenGL attributes to their initial state,
|
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
||||||
// and might confuse your GPU driver. Prefer using opengl3_example.
|
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
||||||
|
// confuse your GPU driver.
|
||||||
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
||||||
|
|
||||||
// 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.
|
||||||
|
@ -1,8 +1,9 @@
|
|||||||
// ImGui GLFW binding with OpenGL
|
// ImGui GLFW binding with OpenGL (legacy fixed pipeline)
|
||||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||||
|
|
||||||
// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
|
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||||
|
// **Prefer using the code in the opengl3_example/ folder**
|
||||||
// See imgui_impl_glfw.cpp for details.
|
// See imgui_impl_glfw.cpp for details.
|
||||||
|
|
||||||
// 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.
|
||||||
|
@ -1,8 +1,9 @@
|
|||||||
// ImGui - standalone example application for GLFW + OpenGL 2, using fixed pipeline
|
// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||||
|
|
||||||
// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
|
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||||
|
// **Prefer using the code in the opengl3_example/ folder**
|
||||||
// See imgui_impl_glfw.cpp for details.
|
// See imgui_impl_glfw.cpp for details.
|
||||||
|
|
||||||
#include <imgui.h>
|
#include <imgui.h>
|
||||||
|
@ -103,8 +103,7 @@
|
|||||||
- Add the Dear ImGui source files to your projects, using your preferred build system.
|
- Add the Dear ImGui source files to your projects, using your preferred build system.
|
||||||
It is recommended you build the .cpp files as part of your project and not as a library.
|
It is recommended you build the .cpp files as part of your project and not as a library.
|
||||||
- You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
|
- You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
|
||||||
- See examples/ folder for standalone sample applications. To understand the integration process, you can read examples/opengl2_example/ because
|
- See examples/ folder for standalone sample applications.
|
||||||
it is short, then switch to the one more appropriate to your use case.
|
|
||||||
- You may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
|
- You may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
|
||||||
- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
|
- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user