|  |  |  | @ -13,7 +13,7 @@ TL;DR; | 
			
		
	
		
			
				
					|  |  |  |  |  - Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase. | 
			
		
	
		
			
				
					|  |  |  |  |  - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files | 
			
		
	
		
			
				
					|  |  |  |  |    to your project and use them unmodified. | 
			
		
	
		
			
				
					|  |  |  |  |  - To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read. | 
			
		
	
		
			
				
					|  |  |  |  |  - To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read. | 
			
		
	
		
			
				
					|  |  |  |  |    However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls. | 
			
		
	
		
			
				
					|  |  |  |  |    Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated. | 
			
		
	
		
			
				
					|  |  |  |  |    Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'. | 
			
		
	
	
		
			
				
					|  |  |  | @ -53,15 +53,15 @@ opengl2_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 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.  | 
			
		
	
		
			
				
					|  |  |  |  |     This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter. | 
			
		
	
		
			
				
					|  |  |  |  |     If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to | 
			
		
	
		
			
				
					|  |  |  |  |     make things more complicated, will require your code to several OpenGL attributes to their initial state, | 
			
		
	
		
			
				
					|  |  |  |  |     and might confuse your GPU driver.  | 
			
		
	
		
			
				
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 | 
			
		
	
		
			
				
					|  |  |  |  | opengl3_example/ | 
			
		
	
		
			
				
					|  |  |  |  |     GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W). | 
			
		
	
		
			
				
					|  |  |  |  |     This uses more modern OpenGL calls and custom shaders.  | 
			
		
	
		
			
				
					|  |  |  |  |     Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.). | 
			
		
	
		
			
				
					|  |  |  |  |     Prefer using that if you are using modern OpenGL in your application (anything with shaders). | 
			
		
	
		
			
				
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 | 
			
		
	
		
			
				
					|  |  |  |  | directx9_example/ | 
			
		
	
		
			
				
					|  |  |  |  |     DirectX9 example, Windows only. | 
			
		
	
	
		
			
				
					|  |  |  | @ -76,7 +76,7 @@ directx11_example/ | 
			
		
	
		
			
				
					|  |  |  |  | 	 | 
			
		
	
		
			
				
					|  |  |  |  | directx12_example/ | 
			
		
	
		
			
				
					|  |  |  |  |     DirectX12 example, Windows only. | 
			
		
	
		
			
				
					|  |  |  |  |     This is quite long and tedious, because: DirectX12. | 
			
		
	
		
			
				
					|  |  |  |  |     This is quite longer and tedious, because: DirectX12. | 
			
		
	
		
			
				
					|  |  |  |  | 	 | 
			
		
	
		
			
				
					|  |  |  |  | apple_example/ | 
			
		
	
		
			
				
					|  |  |  |  |     OSX & iOS example. | 
			
		
	
	
		
			
				
					|  |  |  | @ -87,15 +87,15 @@ sdl_opengl2_example/ | 
			
		
	
		
			
				
					|  |  |  |  |     **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** | 
			
		
	
		
			
				
					|  |  |  |  |     **Prefer using the code in the sdl_opengl3_example/ folder** | 
			
		
	
		
			
				
					|  |  |  |  |     SDL2 + OpenGL example (legacy, fixed 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.  | 
			
		
	
		
			
				
					|  |  |  |  |     This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter. | 
			
		
	
		
			
				
					|  |  |  |  |     If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to | 
			
		
	
		
			
				
					|  |  |  |  |     make things more complicated, will require your code to several OpenGL attributes to their initial state, | 
			
		
	
		
			
				
					|  |  |  |  |     and might confuse your GPU driver.  | 
			
		
	
		
			
				
					|  |  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |  | sdl_opengl3_example/ | 
			
		
	
		
			
				
					|  |  |  |  |     SDL2 + OpenGL3 example. | 
			
		
	
		
			
				
					|  |  |  |  |     This uses more modern OpenGL calls and custom shaders.  | 
			
		
	
		
			
				
					|  |  |  |  |     Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.). | 
			
		
	
		
			
				
					|  |  |  |  |     Prefer using that if you are using modern OpenGL in your application (anything with shaders). | 
			
		
	
		
			
				
					|  |  |  |  | 
 | 
			
		
	
		
			
				
					|  |  |  |  | allegro5_example/ | 
			
		
	
		
			
				
					|  |  |  |  |     Allegro 5 example. | 
			
		
	
	
		
			
				
					|  |  |  | @ -104,7 +104,5 @@ marmalade_example/ | 
			
		
	
		
			
				
					|  |  |  |  |     Marmalade example using IwGx | 
			
		
	
		
			
				
					|  |  |  |  |      | 
			
		
	
		
			
				
					|  |  |  |  | vulkan_example/ | 
			
		
	
		
			
				
					|  |  |  |  | 	Vulkan example. | 
			
		
	
		
			
				
					|  |  |  |  | 	This is quite long and tedious, because: Vulkan. | 
			
		
	
		
			
				
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					|  |  |  |  | TODO: Apple, SDL GL2/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag. | 
			
		
	
		
			
				
					|  |  |  |  |     Vulkan example. | 
			
		
	
		
			
				
					|  |  |  |  |     This is quite longer and tedious, because: Vulkan. | 
			
		
	
	
		
			
				
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