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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). | ||||||
|   | |||||||
| @@ -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. | ||||||
|  |  | ||||||
|   | |||||||
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