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ocornut
searching PlanetScale…
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31.
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by
ocornut
7y ago
> being how to deal when you have lots of widgets and their state (e.g. the hidden state labeling) Not sure exactly what you are referring you precisely? Happy to hear about it. Once you get the hang of what the ID Stack is for, normally
32.
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by
ocornut
7y ago
It's clearly dear imgui on those screenshots.
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by
ocornut
7y ago
Most of that code is incompressible to make a portable OpenGL app in C++, not really Dear ImGui's fault. There's literally about ~10 lines of specific imgui code in there other than the 35 lines of example code in the middle of th
34.
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by
ocornut
8y ago
Visual Studio is the best debugger right now, but it is also incredibly simple and primitive. In 2019 we should be able to program/scripts our debuggers in a million way. Dealing with large data sets in visual studio is still a pain. I
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by
ocornut
8y ago
pipio21: could you clarify "our software uses a fork of Dear Imgui that does not update the screen but just when necessary.", why and how did you have to fork the library? Could you share your work? Normally this decision is left
36.
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by
ocornut
9y ago
I'm also not convinced by the value of single file especially for semi large libraries like Nuklear. Especially as you could #include the .c file just as well as the .h files if you need. That's as many lines as #define IMPLEMENTA
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by
ocornut
9y ago
Dealing with pre-compiled libs in the Visual Studio ecosystem is more complicated that you make it sound like. For a start there are 4 incompatible standard libraries (dll vs static, debug vs optimized) and that's already a big headach
38.
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by
ocornut
10y ago
Software Transmitted Disease
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by
ocornut
10y ago
This is exactly what dear imgui is designed for, having treeviews with thousands of items.
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by
ocornut
10y ago
> I guess it would be possible for someone to add a layer on top of ImGui that would perform diffs on the UI model, similar to React. That would very likely be done at a loss, the processing/clipping of ImGui is sufficiently fast. &
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by
ocornut
10y ago
Displaying a few hundreds widgets has absolutely negligible cost if the code is written properly. For large lists they can always be clipped and not submitted at all. With an immediate-mode GUI you can actually handle navigation of a list o
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by
ocornut
10y ago
You making a blanket statement based on what Unity (one implementation with its own particular design/features/requirement) did. I've rarely heard of people having unsolvable performance issues with dear imgui. The layout fea
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by
ocornut
11y ago
statico: you can load a different TTF with ImGui, it doesn't have to be monospaced and they can be smooth. The perf differences are due to designing the library with performances as a major pillar, lots of things are optimised. A visua
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by
ocornut
12y ago
If you update to latest I have reworked the OpenGL sample to now use the fixed-pipeline. It is a little less efficient but simplier to understand.
45.
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by
ocornut
12y ago
The thing with how rendering work is that a "complex UI" vs a "single control" will use the same and only rendering feature required, aka: "render triangle list given a scissoring rectangle". There's no mi
46.
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by
ocornut
12y ago
I realized after putting this on GitHub that the name is a bit ill-advised considering ImGui is a concept and I am merely providing an implementation here. I will have to think up of a name. Any suggestions?
47.
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by
ocornut
12y ago
Hello, Thanks for your feedback (I am the author). The example applications probably haven't received enough love. They are standalone apps and there is only so much you can shrink the code. If you are using your own engine it is likel