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@@ -41,7 +41,7 @@ You can find binaries of some of those example applications at:
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ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
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catch up with what changed.
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- - To LEARN how to setup imgui, you may refer to 'opengl2_example/' because is the simplest one to read.
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+ - To LEARN how to setup imgui, you may refer to 'example_glfw_opengl2/' because is the simplest one to read.
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However, do NOT USE the OpenGL2 renderer if your code is using any modern GL3+ calls.
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Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
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Read comments below for details. If you are not sure, in doubt, use the OpenGL3 renderer.
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@@ -71,7 +71,7 @@ Most the example bindings are split in 2 parts:
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Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
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- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
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- Examples: the directx11_example/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
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+ Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
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- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
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This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
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@@ -215,7 +215,7 @@ example_sdl_vulkan/
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example_apple/
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OSX & iOS example + OpenGL2.
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THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
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- Consider using the opengl3_example/ instead.
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+ Consider using the example_glfw_opengl3/ instead.
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On iOS, Using Synergy to access keyboard/mouse data from server computer.
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Synergy keyboard integration is rather hacky.
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