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Update README.txt
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@ -13,7 +13,7 @@ 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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- 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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- To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read.
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- To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read.
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However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
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Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
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Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
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@ -53,15 +53,15 @@ opengl2_example/
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**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using the code in the opengl3_example/ folder**
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GLFW + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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confuse your GPU driver.
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This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to several OpenGL attributes to their initial state,
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and might confuse your GPU driver.
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opengl3_example/
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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.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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directx9_example/
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DirectX9 example, Windows only.
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@ -76,7 +76,7 @@ directx11_example/
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directx12_example/
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DirectX12 example, Windows only.
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This is quite long and tedious, because: DirectX12.
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This is quite longer and tedious, because: DirectX12.
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apple_example/
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OSX & iOS example.
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@ -87,15 +87,15 @@ sdl_opengl2_example/
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**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using the code in the sdl_opengl3_example/ folder**
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SDL2 + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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confuse your GPU driver.
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This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to several OpenGL attributes to their initial state,
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and might confuse your GPU driver.
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sdl_opengl3_example/
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SDL2 + OpenGL3 example.
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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allegro5_example/
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Allegro 5 example.
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@ -104,7 +104,5 @@ marmalade_example/
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Marmalade example using IwGx
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vulkan_example/
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Vulkan example.
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This is quite long and tedious, because: Vulkan.
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TODO: Apple, SDL GL2/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.
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Vulkan example.
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This is quite longer and tedious, because: Vulkan.
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