From c5027d4fa1efea339710ef316c321146a9977830 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 25 Oct 2017 20:55:15 +0200 Subject: [PATCH] Examples: Extra clarification for the 100th person who insist on using the OpenGL2 code in spite of existing documentation leaning against it. (#1394) --- examples/README.txt | 30 +++++++++++-------- examples/opengl2_example/imgui_impl_glfw.cpp | 10 ++++--- .../sdl_opengl2_example/imgui_impl_sdl.cpp | 8 +++-- 3 files changed, 30 insertions(+), 18 deletions(-) diff --git a/examples/README.txt b/examples/README.txt index 2769c1bf..35490b5b 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -8,15 +8,16 @@ Third party languages and frameworks bindings: https://github.com/ocornut/imgui/ TL;DR; - Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase. - - To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one. - The other examples requires more boilerplate and are harder to read. - However, USE 'opengl3_example' in your application if you are using any modern OpenGL3+ calls. - Mixing old fixed pipeline OpenGL2 and programmable pipeline OpenGL3+ isn't well supported by some drivers. - If you are not sure, in doubt, use 'opengl3_example'. - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files to your project and use them unmodified. - - If you have your own engine, you probably want to start from one of the OpenGL example and adapt it to - your engine, but you can read the other examples as well. + - To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read. + However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls. + Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated. + Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'. + - If you have your own engine, you probably want to read a few of the examples first then adapt it to + your engine. Please note that if your engine is based on OpenGL/DirectX you can perfectly use the + existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can + do that later when you already got things to work. ImGui is highly portable and only requires a few things to run: - Providing mouse/keyboard inputs @@ -45,12 +46,12 @@ Also note that some setup or GPU drivers may be causing extra lag (possibly by e leaving you with no option but sadness/anger (Intel GPU drivers were reported as such). opengl2_example/ + *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL* GLFW + OpenGL example (old, fixed graphic pipeline). - This is only provided as a reference to learn how ImGui integration works, because it is easier to read. - However, if your code is using GL3+ context, using this may confuse your driver. Please use the GL3 example below. - (You might be able to use this code in a GL3/GL4 context but make sure you disable the programmable - pipeline by calling "glUseProgram(0)" before ImGui::Render. It appears that many librairies and drivers - are having issues mixing GL2 calls and newer GL3/GL4 calls. So it isn't recommended that you use that.) + This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read. + If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything + more complicated, will require your code to reset every single OpenGL attributes to their initial state, + and might confuse your GPU driver. Prefer using opengl3_example. opengl3_example/ GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W). @@ -74,7 +75,12 @@ apple_example/ Synergy keyboard integration is rather hacky. sdl_opengl2_example/ + *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL* SDL2 + OpenGL example (old fixed pipeline). + This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read. + If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything + more complicated, will require your code to reset every single OpenGL attributes to their initial state, + and might confuse your GPU driver. Prefer using sdl_opengl3_example. sdl_opengl3_example/ SDL2 + OpenGL3 example. diff --git a/examples/opengl2_example/imgui_impl_glfw.cpp b/examples/opengl2_example/imgui_impl_glfw.cpp index 4aed20a6..643606db 100644 --- a/examples/opengl2_example/imgui_impl_glfw.cpp +++ b/examples/opengl2_example/imgui_impl_glfw.cpp @@ -1,10 +1,12 @@ // ImGui GLFW binding with OpenGL // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. -// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in opengl3_example. -// If you are not sure what that means, prefer using the code in opengl3_example. -// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render(). -// We cannot do that from GL2 code because the function doesn't exist. Mixing GL2 calls and GL3/GL4 calls is giving trouble to many librairies/drivers. +// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL* +// This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything +// more complicated, will require your code to reset every single OpenGL attributes to their initial state, +// and might confuse your GPU driver. Prefer using opengl3_example. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp index 78ce4035..8f870eb6 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp @@ -1,8 +1,12 @@ // ImGui SDL2 binding with OpenGL // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. -// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in sdl_opengl3_example. -// If you are not sure what that means, prefer using the code in sdl_opengl3_example. +// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL* +// This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything +// more complicated, will require your code to reset every single OpenGL attributes to their initial state, +// and might confuse your GPU driver. Prefer using sdl_opengl3_example. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().