imgui/examples
2015-04-09 21:05:35 +01:00
..
directx9_example Indexed rendering. Not in main branch because breaks rendering code too much. Will merge in trunk along with more major graphics changes lat 2015-04-09 21:05:35 +01:00
directx11_example Indexed rendering. Not in main branch because breaks rendering code too much. Will merge in trunk along with more major graphics changes lat 2015-04-09 21:05:35 +01:00
libs Examples: MSVC: increase warning level from /W3 to /W4 for OpenGL examples 2015-03-14 10:41:42 +00:00
opengl3_example Indexed rendering. Not in main branch because breaks rendering code too much. Will merge in trunk along with more major graphics changes lat 2015-04-09 21:05:35 +01:00
opengl_example Indexed rendering. Not in main branch because breaks rendering code too much. Will merge in trunk along with more major graphics changes lat 2015-04-09 21:05:35 +01:00
.gitignore Ignore lists 2015-01-20 01:04:34 +01:00
imgui_examples_msvc2010.sln Examples: Added 64-bit projects for MSVC 2015-03-14 10:09:53 +00:00
README.txt Update README.txt 2015-04-07 10:59:49 +01:00

Those are standalone ready-to-build applications to demonstrate ImGui.
Unfortunately in 2015 it is still a massive pain to create and maintain portable build files.
I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX. 
Please let me know if they don't work with your setup!
You can probably just import the .cpp files into your own system and figure out the linkage from there.


opengl_example/
    OpenGL example, using GLFW + fixed pipeline.
    This is simple and should work for all OpenGL enabled applications.
    Prefer following this example since it is the shortest one!

opengl3_example/
    OpenGL exemple, using GLFW/GL3W + programmable pipeline.
    This uses more modern calls and custom shaders.
    I don't think there is an advantage using this over the simpler example, but it is provided for reference.

directx9_example/
    DirectX9 example, Windows only.
	
directx11_example/
    DirectX11 example, Windows only.
    This is quite long and tedious, because: DirectX11.