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It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
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At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
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Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
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c++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!
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(c++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!)
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To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
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ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
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It is your responsibility to get textures uploaded to your GPU.
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Q: Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
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A: Yes. A primer on the use of labels/IDs in ImGui..
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