Extra fonts for ImGui. THOSE FONTS ARE OPTIONAL. ImGui embeds a copy of 'proggy_clean' that you can use without any external files. Export your own font with bmfont (www.angelcode.com/products/bmfont). bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, e.g: proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt proggy_clean_13.png Configure bmfont: - Export .fnt as Binary - Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts. But you can experiment with other settings if you want anti-aliased fonts. (A) Use font data embedded in ImGui // Access embedded font data const void* fnt_data; // pointer to FNT data unsigned fnt_size; // size of FNT data const void* png_data; // pointer to PNG data unsigned int png_size; // size of PNG data ImGui::GetDefaultFontData(&fnt_data, &fnt_size, &png_data, &png_size); 1. Load the .FNT data from 'fnt_data' (NB: this is done for you by default if you don't do anything) ImGuiIO& io = ImGui::GetIO(); io.Font = new ImBitmapFont(); io.Font->LoadFromMemory(fnt_data, fnt_size); 2. Load the .PNG data from 'png_data' into a texture (B) Use fonts from external files ImGuiIO& io = ImGui::GetIO(); 1. Load the .FNT data, e.g. // proggy_clean_13 [default] io.Font->LoadFromFile("proggy_clean_13.fnt"); io.FontTexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128); io.FontYOffset = +1; // proggy_small_12 io.Font = new ImBitmapFont(); io.Font->LoadFromFile("proggy_small_12.fnt"); io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); io.FontYOffset = +2; // proggy_small_14 io.Font = new ImBitmapFont(); io.Font->LoadFromFile("proggy_small_14.fnt"); io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); io.FontYOffset = +3; // courier_new_16 io.Font->LoadFromFile("courier_new_16.fnt"); io.FontTexUvForWhite = ImVec2(1.0f/256.0f,4.0f/128); // courier_new_18 io.Font->LoadFromFile("courier_new_18.fnt"); io.FontTexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256); 2. Load the matching .PNG data into a texture