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Examples: Renaming opengl_example/ to opengl2_example/ for clarity (1/2 because git)
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@ -8,11 +8,13 @@ Third party languages and frameworks bindings: https://github.com/ocornut/imgui/
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TL;DR;
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- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
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- Refer to 'opengl_example' to understand how the library is setup, it is the simplest one.
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- Refer to 'opengl2_example' to LEARN how the library is setup, it is the simplest one.
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The other examples requires more boilerplate and are harder to read.
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- If you are using OpenGL in your application, probably use an opengl3_xxx backend.
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Mixing old fixed pipeline OpenGL2 and programmable pipeline OpenGL3+ isn't well supported by drivers.
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- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
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to your project and use them unmodified.
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- If you have your own engine, you probably want to start from 'opengl_example' and adapt it to
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- If you have your own engine, you probably want to start from one of the OpenGL example and adapt it to
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your engine, but you can read the other examples as well.
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ImGui is highly portable and only requires a few things to run:
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@ -41,15 +43,14 @@ 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/anger (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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Prefer following this example to learn how ImGui works!
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(You can use this code in a GL3/GL4 context but make sure you disable the programmable pipeline
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by calling "glUseProgram(0)" before ImGui::Render.)
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opengl2_example/
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GLFW + OpenGL example (old fixed pipeline).
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This is simple to read. Prefer following this example to learn how ImGui works!
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(You might be able to use this code in a GL3/GL4 context but make sure you disable the programmable
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pipeline by calling "glUseProgram(0)" before ImGui::Render.)
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opengl3_example/
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OpenGL example, using GLFW/GL3W + programmable pipeline.
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GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
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This uses more modern OpenGL calls and custom shaders. It's more messy.
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directx9_example/
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@ -68,8 +69,8 @@ apple_example/
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On iOS, Using Synergy to access keyboard/mouse data from server computer.
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Synergy keyboard integration is rather hacky.
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sdl_opengl_example/
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SDL2 + OpenGL example.
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sdl_opengl2_example/
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SDL2 + OpenGL example (old fixed pipeline).
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sdl_opengl3_example/
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SDL2 + OpenGL3 example.
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@ -1,7 +1,7 @@
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Microsoft Visual Studio Solution File, Format Version 11.00
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# Visual Studio 2010
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl2_example", "opengl_example\opengl2_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
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EndProject
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@ -10,7 +10,7 @@
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#CXX = g++
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EXE = opengl_example
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EXE = opengl2_example
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OBJS = main.o imgui_impl_glfw.o
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OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
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@ -80,7 +80,7 @@
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- read the FAQ below this section!
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- your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
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- call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
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- see examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first as it is the simplest.
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- see examples/ folder for standalone sample applications. Prefer reading examples/opengl2_example/ first as it is the simplest.
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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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- customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
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