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Node overlap rendering is not correct #9
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Meet the same issue. |
are there any improvements? |
Not yet 😞 I think I am going start working on this issue next week, going to try to fix a few other fundamental issues as well. |
Great, please let me know if you need any help that comes from other developers. |
Cool! Keep it up, I really love your lib! |
Thanks, happy to hear that you think so! 😊 |
All right, finally made some progress on this. Now nodes are nicely rendered on top of each other if they overlap. It's not perfect though: clicking and dragging a node doesn't put it in top of other nodes automatically -- the "depth order" depends on which order you called @ketoo I had to delete |
No worry, the application can manage the pin's status by itself. To do this, the pin system needs to support more shapes, for instance, the solid triangle and the hollow triangle, which can meet the same goal. Actually, my application has all statuses about the nodes and pins, which means the application can pass the status when drawing the nodes and pins. |
Yeah, my application also has the connectivity information. So what we now need is to be able to set per-pin style, and allow the pin shape style to be hollow or filled 👍 |
Great, thats enough for the developer. |
I added filled/unfilled shapes to master. |
Looks like something fails deep inside OpenGL 😯 Are you sure it was imnode's triggering this crash? imnodes itself doesn't touch window resize logic, nor did the pin rendering changes have anything to do with UI event handling 🤔 |
I have done a test, the result shows that the issue comes from Imgui itself. |
When dragging nodes over each other, the rendering is glitchy due to all node frames being rendered in a loop in
EndNodeEditor
. It would be better to render the frame afterEndNode
is called so that the node frame and ImGui UI are at least rendered in the same order.The text was updated successfully, but these errors were encountered: