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omar 2015-07-16 14:27:35 -06:00
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Those are standalone ready-to-build applications to demonstrate ImGui.
Binaries of those demos are available from the main GitHub page.
TL;DR;
Refer to 'opengl_example' (not 'opengl3_example') to understand how the library is setup.
Copy the imgui_impl_xxx.cpp/.h file you need if you are using one of the rendering backend used in the example.
If you are using a different of your own engine/backends, copy opengl_example/imgui_impl_opengl.cpp/.h and work from there.
ImGui is highly portable and only requires a few things to run:
- Providing mouse/keyboard inputs
- Load the font atlas texture into GPU memory
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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.
external library like the ones we're using here.
For most example here 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!
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.
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opengl3_example/
OpenGL example, using GLFW/GL3W + programmable pipeline.
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!
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.
directx9_example/