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Backends: SDL_Renderer: Added renderer backend for SDL 2.0.17+ (#3926)
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@ -75,6 +75,7 @@ List of Renderer Backends:
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imgui_impl_metal.mm ; Metal (with ObjC)
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_sdlrenderer.cpp; use SDL2 and SDL_Renderer, any SDL backend (opengl, gles, gles2, d3d9, d3d11, metal or software) can be used underneath
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_wgpu.cpp ; WebGPU
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@ -130,6 +130,11 @@ This uses more modern OpenGL calls and custom shaders. <BR>
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This may actually also work with OpenGL 2.x contexts! <BR>
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
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Use SDL2 and SDL_Renderer, any SDL backend (opengl, gles, gles2, d3d9, d3d11, metal or software) can be used underneath <BR>
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp <BR>
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It requires SDL 2.0.17+
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[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
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GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
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@ -116,7 +116,7 @@ On most platforms and when using C++, **you should be able to use a combination
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
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Officially maintained backends/bindings (in repository):
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU.
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
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- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
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- Frameworks: Emscripten, Allegro5, Marmalade.
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