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If you target WebGL2 you can likely do it without hand modifying the shaders. In a small test I did I just patched the emscripten library_gl.js to do a very sim
by greggman 9y ago
If you target WebGL2 you can likely do it without hand modifying the shaders. In a small test I did I just patched the emscripten library_gl.js to do a very simple search and replace of the version string of shaders and stuff just worked.
code: https://github.com/greggman/doodles/tree/master/glfw-imgui https://github.com/greggman/doodles/tree/master/glfw-imgui
demo: https://greggman.github.io/doodles/glfw-imgui/out/glfw-imgui.html https://greggman.github.io/doodles/glfw-imgui/out/glfw-imgui...
You do have to decide if you want to restructure you code to be event based or if you want it leave it as is and set emscripten to generate really slow code for your main loop
https://kripken.github.io/emscripten-site/docs/porting/emterpreter.html#emterpreter-async-run-synchronous-code https://kripken.github.io/emscripten-site/docs/porting/emter...
- fla 9y agovery cool to see ImGui used in webgl!
- greggman 9y agoI think ImGui is amazing but just be aware it's non-English hostile (arabic? thai?). It can display other languages but uses a static font glpyh texture instead of using a font cache (there are too many characters to use a static texture). It can't take input from an IME so no CJK input or other IME languages.
- deleted 9y ago[deleted]