You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Dec 5, 2020. It is now read-only.
This probably isn't very useful for production games, but may be useful
for debugging, editors, etc. It may also serve well as a placeholder UI
for prototyping.
blackcomb::imgui::Wrapper will allow you to handle imgui's platform
specific tasks in a platform agnostic way. I'm considering how to make
this work with #2; right now I'm thinking of conditionally including
the contents of a platform-specific file depending on your configuration.
includes/blackcomb/imgui/imconfig.h will also have to be updated for this.
nb. imgui retains its own namespace, ImGui, rather than being shoved
into Blackcomb, since it's technically thirdparty. The only part in
the blackcomb namespace is blackcomb::imgui::Wrapper, since that's
Blackcomb specific.
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Right now, there are bare GL calls in AppBase. It's fine for a prototype, but it's worth abstracting out for portability.
The text was updated successfully, but these errors were encountered: