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Those are standalone ready-to-build applications to demonstrate ImGui.
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Binaries of those demos are available from the main GitHub page.
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TL;DR;
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Refer to 'opengl_example' (not 'opengl3_example') to understand how the library is setup.
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Copy the imgui_impl_xxx.cpp/.h file you need if you are using one of the rendering backend used in the example.
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If you are using a different of your own engine/backends, copy opengl_example/imgui_impl_opengl.cpp/.h and work from there.
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ImGui is highly portable and only requires a few things to run:
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- Providing mouse/keyboard inputs
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- Load the font atlas texture into GPU memory
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@ -9,8 +15,8 @@ ImGui is highly portable and only requires a few things to run:
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So this is essentially what those examples are doing + the obligatory cruft for portability.
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Unfortunately in 2015 it is still a massive pain to create and maintain portable build files using
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external library like the ones used here.
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I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
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external library like the ones we're using here.
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For most example here I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
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Please let me know if they don't work with your setup!
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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directly with a command-line compiler.
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@ -23,7 +29,7 @@ opengl_example/
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opengl3_example/
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OpenGL example, using GLFW/GL3W + programmable pipeline.
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This uses more modern OpenGL calls and custom shaders.
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Even if your application is using modern OpenGL you are better off copying the code from the fixed pipeline version!
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Even if your application is using modern OpenGL you are better off copying the code from the fixed pipeline version!
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I don't think there is an advantage using this over the simpler example, but it is provided for reference.
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directx9_example/
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