Examples: README

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ocornut 2015-07-09 08:39:44 -06:00
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Those are standalone ready-to-build applications to demonstrate ImGui. Those are standalone ready-to-build applications to demonstrate ImGui.
Unfortunately in 2015 it is still a massive pain to create and maintain portable build files. Binaries of those demos are available from the main GitHub page.
ImGui is highly portable and only requires a few things to run:
- Providing mouse/keyboard inputs
- Load the font atlas texture into GPU memory
- Providing a render function to process the drawing commands (we rendere indexed textured triangles)
- Extra just as clipboard support, mouse cursor supports, Windows IME support.
So this is essentially what those examples are doing + the obligatory cruft for portability.
Unfortunately in 2015 it is still a massive pain to create and maintain portable build files using
external library like the ones used here.
I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX. I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
Please let me know if they don't work with your setup! Please let me know if they don't work with your setup!
You can probably just import the .cpp files into your own system and figure out the linkage from there. You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
opengl_example/ opengl_example/
OpenGL example, using GLFW + fixed pipeline. OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications. This is simple and should work for all OpenGL enabled applications.
Prefer following this example to learn how ImGui works, because it is the simplest shortest one! Prefer following this example to learn how ImGui works!
opengl3_example/ opengl3_example/
OpenGL example, using GLFW/GL3W + programmable pipeline. OpenGL example, using GLFW/GL3W + programmable pipeline.
This uses more modern calls and custom shaders. This uses more modern OpenGL calls and custom shaders.
Even if your application is using modern OpenGL you are better off copying the code from the fixed pipeline version!
I don't think there is an advantage using this over the simpler example, but it is provided for reference. I don't think there is an advantage using this over the simpler example, but it is provided for reference.
directx9_example/ directx9_example/