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Sisyphus says: tweaked comments about not using old-style OpenGL examples (#1459, #1394 etc.)

omar 7 years ago
parent
commit
6bd3b45b34

+ 7 - 6
examples/README.txt

@@ -46,12 +46,13 @@ Also note that some setup or GPU drivers may be causing extra lag (possibly by e
 leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
 
 opengl2_example/
-    *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
-    GLFW + OpenGL example (old, fixed graphic pipeline).
-    This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
-    If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
-    more complicated, will require your code to reset every single OpenGL attributes to their initial state,
-    and might confuse your GPU driver. Prefer using opengl3_example.
+    **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+    **Prefer using the code in the opengl3_example/ folder**
+    GLFW + OpenGL example (legacy fixed graphic pipeline).
+    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+    If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+    complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+    confuse your GPU driver. 
 
 opengl3_example/
     GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).

+ 7 - 6
examples/opengl2_example/imgui_impl_glfw.cpp

@@ -1,12 +1,13 @@
-// ImGui GLFW binding with OpenGL
+// ImGui GLFW binding with OpenGL (legacy fixed pipeline)
 // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
-// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
-// This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
-// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
-// more complicated, will require your code to reset every single OpenGL attributes to their initial state,
-// and might confuse your GPU driver. Prefer using opengl3_example.
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the opengl3_example/ folder**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver. 
 // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

+ 3 - 2
examples/opengl2_example/imgui_impl_glfw.h

@@ -1,8 +1,9 @@
-// ImGui GLFW binding with OpenGL
+// ImGui GLFW binding with OpenGL (legacy fixed pipeline)
 // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
-// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the opengl3_example/ folder**
 // See imgui_impl_glfw.cpp for details.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

+ 3 - 2
examples/opengl2_example/main.cpp

@@ -1,8 +1,9 @@
-// ImGui - standalone example application for GLFW + OpenGL 2, using fixed pipeline
+// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
-// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the opengl3_example/ folder**
 // See imgui_impl_glfw.cpp for details.
 
 #include <imgui.h>

+ 1 - 2
imgui.cpp

@@ -103,8 +103,7 @@
  - Add the Dear ImGui source files to your projects, using your preferred build system. 
    It is recommended you build the .cpp files as part of your project and not as a library.
  - You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
- - See examples/ folder for standalone sample applications. To understand the integration process, you can read examples/opengl2_example/ because 
-   it is short, then switch to the one more appropriate to your use case.
+ - See examples/ folder for standalone sample applications.
  - You may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
  - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.