imgui | free Immediate Mode Graphical User interface for JVM | Frontend Framework library
kandi X-RAY | imgui Summary
kandi X-RAY | imgui Summary
(This rewrite is free but, on the same line of the original library, it needs your support to sustain its development. There are many desirable features and maintenance ahead. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. E-mail: elect86 at gmail).
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QUESTION
I'm trying to link OpenGL to an application for Windows (building on Windows).
I'm using Conan as package manager, CMake for building and MSVC as compiler (and CLion as IDE).
The program compiles, but I have linker errors, for what I believe to be extension functions in OpenGL:
...ANSWER
Answered 2021-Jun-10 at 14:30I'm compiling with
GL_GLEXT_PROTOTYPES=1
.
Well, don't do that. That is never going to work in a portable way. On windows, the opengl32.dll
always exports only the functions which are in OpenGL 1.1, and for everything beyond that, you have to rely to the OpenGL extension loading mechanism at runtime.
I have tried:
- [...]
- Adding GLEW
That's a step in the right direction. But this does not make things to magically work. A GL loader like GLEW typically brings its own header as a replacement for GL.h
and glext.h
etc., and the typical GL loader (like GLEW) simply re-define every GL functions as a macro, like this:
QUESTION
I don't know much about ImGui, and it's also poorly documented.
I'd like to know if there is a way to create an ImGui window, and then render to it anytime you want. I only know this way of creating a window:
ANSWER
Answered 2021-May-18 at 14:31You can simply use ImGui::Begin
and ImGui::End
with the appropriate window title again if you want to append to a window.
The following works:
QUESTION
I'm trying to implement deferred rendering within an engine I'm developing as a personal learning, and I cannot get to understand what I'm doing wrong when it comes to render all the textures in the GBuffer to check if the implementation is okay.
The thing is that I currently have a framebuffer with 3 color attachments for the different textures of the GBuffer (color, normal and position), which I initialize as follows:
...ANSWER
Answered 2021-May-16 at 13:19It is not clear from the question what exactly might be happening here, as lots of GL states - both at the time the rendering to the gbuffer, and at that time the gbuffer texture is rendered for visualization - are just unknown. However, from the images given in the question, one can not conclude that the actual color output for attachments 1 and 2 is not working.
One issue which comes to mind is alpha blending. The color values processed by the per-fragment operations after the vertex shader are always working with RGBA values - although the value of the A channel only matters if you enabled blending and use a blend function which somehow depends on the source alpha.
If you declare a custom fragment shader output as float
, vec2
, vec3
, the remaining components stay undefined (undefined value, not undefined behavior). This does not impose a problem unless some other operations you do depend on those values.
What we also have here is a GL_RGBA16F
output format (which is the right choice, because none of the 3-component RGB formats are required as color-renderable by the spec).
What might happen here is either:
- Alpha blending is already turned on during rendering into the g-buffer. The fragment shader's alpha output happens to be zero, so that it appears as 100% transparent and the contents of the texture are not changed.
- Alpha blending is not used during rendering into the g-buffer, so the correct contents end up in the texture, the alpha channel just happens to end up with all zeros. Now the texture might be visualized with alpha blending enbaled, ending up in a 100% transparent view.
If it is the first option, turn off blending when rendering the into the g-buffer. It would not work with deferred shading anyway. You might still run into the second option then.
If this is the second option, there is no issue at all - the lighting passes which follow will read the data they need (and ultimately, you will want to put useful information into the alpha channel to not waste it and be able to reduce the number of attachments). It is just your visualization (which I assume is for debug purposed only) is wrong. You can try to fix the visualization.
As a side note: Storing the world space position in the G-Buffer is a huge waste of bandwidth. All you need to be able to reconstruct the world space position is the depth value and the inverse of your view and projection matrices. Also storing world space position in GL_RGB16F
will very easily run into precision issues if you move your camera away from world space origin.
QUESTION
I was trying to build my Unity game for android and I face this issue, please help with what to do. I am a beginner in unity and do not have much experience.
Here is the error messages:
...ANSWER
Answered 2021-May-03 at 16:33This is a common issue if you are building directly onto the external drive. Try to build directly on your hard drive.
QUESTION
I'll do my best to replicate this issue, since it's quite complicated. As an overview, I have a program that displays graphs using OpenGL. This is thread specific so I know the rendering is only done on one thread. My other thread queries a database and stores the data in a copy vector. Once the thread is finished, it swaps the data with the data the OpenGL thread is using (After joining the thread with the main one). In theory there is nothing about this that should make the program run so slow?
The extremely odd part of this is how it eventually "warms up" and runs much faster after a while (it varies quite a bit, sometimes almost instantaneously, sometimes after 30s of runtime). From value's side of thing to compare, the program begins running at about 30-60 fps whilst querying the data (as in, constantly loading it and swapping it and joining the threads), but then once it has warmed up it runs at 1000 fps.
I have tested some things out, beginning with making the query take A LONG time to run. During this, the fps is at a max of what it would be (3000+). It is only when the data is constantly being changed (swapping vectors) that is starts to run very slow. It doesn't make sense that this alone is causing the performance hit since it runs very well after it's "warmed up".
Edit:I've managed to make a reasonable minimal reproducable example, and i've found some interesting result.
Here is the code:
...ANSWER
Answered 2021-Apr-09 at 01:40This may or may not be your issue, but here:
QUESTION
Is there any reason why this code here:
...ANSWER
Answered 2021-Mar-19 at 03:40All of those libraries in some way interact with OpenGL and therefore are very sensitive to what thread they're being executed on. The current OpenGL context is thread-specific; each thread has its own current context, and a context can only be current within one thread at any time.
Creating a GLFW window creates an OpenGL context. If you then switch to another thread, that context will not be current in that thread unless you tell GLFW to make it current in that thread.
QUESTION
I'm trying to make a GUI for a Rust application, and what looked like it would work well for me is imgui-rs. All I want to be able to do is get some input values from the user, and output a changing png. I had some trouble getting the boilerplate started, but the provided repository has support code that worked well enough for me to get the hello world demo working, but when I tried modifying it to get input and change the display, I ran into ownership issues. What I'm trying to do right now is have the user input an image name, then open that file and display it in the GUI.
Here's what I have right now (excluding the support code linked above):
...ANSWER
Answered 2021-Mar-18 at 02:16The problem is, that the method main_loop
takes ownership of system
. System will never be available for you afterwards.
A quick fix would be to update the method main_loop
to pass renderer
and display
to the closure.
Something like this:
QUESTION
I'm making project which uses sfml, imgui-sfml and nlohmann json. For my dependences im using vcpkg. My host machine is Arch and I wanna cross build to Windows x64. Im getting strange linking error, am I missing something easy here? Here is my toolchain file:
...ANSWER
Answered 2021-Mar-12 at 00:30I managed to get this to work by symlinking libopengl32.a with libOpenGL32.a. Maybe its dirty but atleast it works. I don't know if that is typo in imgui/sfml packages or what.
QUESTION
So I'm having some issues with Visual Studio
Here's my current issue
...ANSWER
Answered 2021-Feb-16 at 10:06C++ doesn't provide a +
operator for strings by default for const char*
s. If your goal is to concatenate strings, you either have to define a +
operator or simply use std::string
,
QUESTION
I have a project that is using Three.js
and imgui-js
. I’m trying to update to the latest version of each but I'm running into issues (they were last updated around February of 2020).
To initialize the two libraries I am calling:
...ANSWER
Answered 2021-Feb-12 at 19:22The issue is imgui-js is trashing the attribute state.
You might want to consider running imgui-js in another canvas overlayed on top of the three.js canvas, each with their own WebGL context. Then they don't have to worry about each other.
A quick hack is this
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