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