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Merge branch 'master' into docking
# Conflicts: # imgui.cpp
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@ -125,6 +125,10 @@ Other Changes:
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BeginMenu()/EndMenu() or BeginPopup/EndPopup(). (#3223, #1207) [@rokups]
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- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
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drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
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- ImDrawList: Fixed an issue when draw command merging or cancelling while crossing the VtxOffset
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boundary would lead to draw command being emitted with wrong VtxOffset value. (#3129, #3163, #3232)
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[@thedmd, @Shironekoben, @sergeyn, @ocornut]
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- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
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- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups,
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static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns).
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Fixed a static contructor which led to this dependency on some compiler setups (unclear which).
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@ -135,6 +139,7 @@ Other Changes:
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- Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the
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projection matrix top and bottom values. (#3143, #3146) [@u3shit]
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- Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka]
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- Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal]
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- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177)
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- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData
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structure didn't have any vertices. (#2697) [@kudaba]
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@ -1,8 +1,8 @@
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dear imgui
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Dear ImGui
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=====
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[](https://github.com/ocornut/imgui/actions?workflow=build)
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<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out.)</sub>
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<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
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Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
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<br> _E-mail: contact @ dearimgui dot org_
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@ -86,7 +86,7 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
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Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#About-the-IMGUI-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
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Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
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_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
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@ -178,7 +178,7 @@ How to help
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**How can I help financing further development of Dear ImGui?**
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Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. Thank you!
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Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out for invoiced technical support and maintenance contracts. Thank you!
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Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
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<br> _E-mail: contact @ dearimgui dot org_
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