mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-11-04 15:11:05 +01:00 
			
		
		
		
	This commit is contained in:
		@@ -266,7 +266,10 @@
 | 
			
		||||
    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.
 | 
			
		||||
    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.
 | 
			
		||||
    Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
 | 
			
		||||
    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!
 | 
			
		||||
    (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!)
 | 
			
		||||
    To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
 | 
			
		||||
    ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
 | 
			
		||||
    It is your responsibility to get textures uploaded to your GPU.
 | 
			
		||||
 | 
			
		||||
 Q: Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
 | 
			
		||||
 A: Yes. A primer on the use of labels/IDs in ImGui..
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user