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Sisyphus says: tweaked comments about not using old-style OpenGL examples (#1459, #1394 etc.)

This commit is contained in:
omar 2017-11-24 09:23:17 +01:00
parent 7763ab3fcc
commit 6bd3b45b34
5 changed files with 21 additions and 18 deletions

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@ -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).

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@ -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.

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@ -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.

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@ -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>

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@ -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.