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Flogo User
Joined: 08 Apr 2016 Posts: 26
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Posted: Thu Nov 09, 2017 11:45 am Post subject: ImGui integration |
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Hi team,
I integrated DearImGui into OpenSceneGraph.
I forked the Gist from Megaton. You can find my version here: https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c.
Features:
Integrated with the OpenGL fixed pipeline
Works with ASCII char and special keys (Control, alt, Super, Shift, enter)
Partial integration of the UTF-8 keyboard (you can type 'ç' but not 'ê', it will result as '^e')
Referenced ImGuiCallBack
To Do:
Mouse scroll
(or not to do) Clipboard
Have a good day,
Florian[/url][/list] |
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kornerr Appreciator
Joined: 01 Oct 2013 Posts: 295
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Posted: Thu Nov 09, 2017 8:23 pm Post subject: ImGui integration |
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tianzjyh Guest
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Posted: Fri Nov 10, 2017 1:55 am Post subject: ImGui integration |
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Great work!! Thanks.
--
Cheers, TianZJ
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Flogo User
Joined: 08 Apr 2016 Posts: 26
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Posted: Wed Nov 22, 2017 3:57 pm Post subject: |
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Thanks !
Yes Shader version is "in the pipe"
Florian |
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Flogo User
Joined: 08 Apr 2016 Posts: 26
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Posted: Mon Dec 18, 2017 2:51 pm Post subject: |
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Hi Everyone,
I was thinking to integrate ImGUI with the non FPP version but I'm not sure how to do it.
Itself, ImGUI render the ui inside a vector of (vector of ) struct containing the triplet Vertex Position, UV coordinates and Color value. As it's and "immediate GU", It refresh and refill the buffers every frames.
Here, I see two solution:
- Non-OSG'ish: render the UI still using the GL function (glGen...) and shader
- OSG version using geometries (created and destructed each frame)
What would be the recommended solution to integrate such library?
Thank you!
Florian |
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Riccardo Corsi Guest
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Posted: Wed Dec 20, 2017 1:52 pm Post subject: ImGui integration |
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Hi Florian,
I have a working implementation with non-FFP, which I cannot disclose,
but I can give you some pointers:
- I suggest to go for the "osg version" that you mention, using native osg geometries, not to have conflict with GL state and rendering in all osg threading schemes
- you can either
1) create and destroy geometries
2) reuse them (updating vertex arrays and primitives).
In both method, make sure to manipulate the geometries only when it's safe, as in some threading models update and draw will overlap.
For instance take a look at the FrameSwitch node mentioned in these threads:
http://forum.openscenegraph.org/viewtopic.php?t=14849
http://forum.openscenegraph.org/viewtopic.php?t=16463
HTH,
Riccardo
On Mon, Dec 18, 2017 at 3:51 PM, Florian GOLESTIN < ( Only registered users can see emails on this board! Get registred or enter the forums! |
)> wrote:
Quote:
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Hi Everyone,
I was thinking to integrate ImGUI with the non FPP version but I'm not sure how to do it.
Itself, ImGUI render the ui inside a vector of (vector of ) struct containing the triplet Vertex Position, UV coordinates and Color value. As it's and "immediate GU", It refresh and refill the buffers every frames.
Here, I see two solution:
- Non-OSG'ish: render the UI still using the GL function (glGen...) and shader
- OSG version using geometries (created and destructed each frame)
What would be the recommended solution to integrate such library?
Thank you!
Florian
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