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Examples: Added extra comments
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@ -17,7 +17,7 @@ ImGui is highly portable and only requires a few things to run:
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- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
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So this is essentially what those examples are doing + the obligatory cruft for portability.
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Unfortunately in 2015 it is still tedious to create and maintain portable build files using external
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Unfortunately in 2016 it is still tedious to create and maintain portable build files using external
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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third party software. For most examples here I choose to provide:
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- Makefiles for Linux/OSX
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@ -27,6 +27,15 @@ Please let me know if they don't work with your setup!
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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directly with a command-line compiler.
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ImGui has zero frame of lag for most behavios and one frame of lag for some behaviors.
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At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
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a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
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experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
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the lag between an hardware cursor and a software cursor. It might be beneficial to the user experience
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to switch to a software rendered cursor when an interactive drag is in progress.
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Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
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leaving you with no option but sadness (Intel GPU drivers were reported as such).
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opengl_example/
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OpenGL example, using GLFW + fixed pipeline.
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This is simple and should work for all OpenGL enabled applications.
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