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Gallery: Post your screenshots / code here (PART 6) #1607

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ocornut opened this issue Feb 10, 2018 · 56 comments

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commented Feb 10, 2018

This is Part 6. I am splitting issues to reduce loading times and locked the old ones.
Screenshots Part 1 #123
Screenshots Part 2 #539
Screenshots Part 3 #772
Screenshots Part 4 #973
Screenshots Part 5 #1269
Screenshots Part 6 #1607
Screenshots Part 7 #1902
Screenshots Part 8 #2265
Screenshots Part 9 #2529
Also see: Software using dear imgui (you can help complete the list!)

You can post your screenshots here!

@LAK132

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commented Feb 13, 2018

I managed to massage a frame buffer onto the ESP32 and implemented a rasterizer (basically a reworked version of sronsse's sr), so now alpha blending and text works!

a

Sadly it takes about 10 seconds to fully render a frame :/
I'll have to see if there's anything I can cut out of ImGui to get it to render faster, seeing as the UI only needs to be super simplistic for this application.
Apparently updating GUI is only taking 100ms, it's drawing to the screen that's taking forever aha

ino: https://github.com/LAK132/ImDuino/blob/master/ImDuino.ino
rasterizer: https://github.com/LAK132/ImDuino/blob/master/softraster.cpp

@ocornut

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commented Feb 13, 2018

@LAK132

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commented Feb 13, 2018

Removing Serial got it from 10 to 4 seconds and rewriting tft.drawPixel(x, y, screenBuffer.col[x][y]); in the TFT API allowed me to get it from 4 seconds to 400 milliseconds, I think I have about 200ms I can shave off the rasterizer. Super happy that this works so well :D

ADMIN EDIT We moved this discussion to #1613

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commented Feb 13, 2018

This Terrain Editor
https://www.youtube.com/watch?v=rOtFH_WblfM

terrain editor

One nice thing which was suggested in #1117 is that they seem to blur the scene behind the imgui windows.

@onqtam

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commented Feb 13, 2018

rcrl - Read-Compile-Run-Loop: tiny and powerful interactive C++ compiler (REPL)

gif showcase

@BrunoLevy

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commented Feb 13, 2018

Graphite with four shaders from ShaderToy. Shaders can be directly copy-pasted from ShaderToy and edited (using ImGuiColorTextEdit).

fourshadertoys

@ocornut

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commented Feb 15, 2018

(Apologies for the double post, I initially created a new thread for that #1620, but considering how we use those gallery threads for general relaying of cool stuff, this is more appropriate)

JavaScript bindings for Dear ImGui using Emscripten and TypeScript by @flyover
Github https://github.com/flyover/imgui-js
Readme https://flyover.github.io/imgui-js/

There's a web demo which even supports gamepad.
https://flyover.github.io/imgui-js/example/

Interestingly the web demo has a sandbox window when you can input imgui code and it's get evaluated live (it's easy to break the library with mismatch Begin/End pairs at the moment, something which I would like to improve in the future)
image

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commented Feb 18, 2018

Glidetrace - 3dfx glide2x api capture and replay tools https://github.com/dpethes/glidetrace glidetrace_tr https://www.youtube.com/watch?v=GKxL8X_Pntg

It uses a glide2x imgui impl. I use glide wrappers at the moment, but it should work on the 20+ year old Voodoo boards just fine (such retro!). The black rectangles around textured stuff (letters, cursor) are there because I haven't figured out the correct color/alpha combiner setup for rendering yet.

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commented Feb 22, 2018

Received from Frontier a sandbox ui using outlined font:
physicssandboximgui

"The PhysicsSandbox was our first serious use of imgui. XX replaced the old (very old and primitive) debug UI with it and expanded it considerably.

Of particular note is the text outline, which really helps with reading the text even in difficult situations. We haven't sent this as a patch to you because if I recall correctly, the implementation has a considerable performance impact. It's perfectly fine for our uses though.

Once the game ships I'll try and get you some screenshots of the in-game debug menus, as those are more elaborate."

Will probably want to investigate some of the reasonable ways to use outlines at some point. (Perhaps it could be as simple as pre-processing the RGBA font atlas and retrieving outlined font that cannot be recolored, as opposed to using a more generic solution that allows recoloring but probably incur extra cost on the pixel shader)

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commented Feb 22, 2018

FWIW, SDF solutions work very well for font outlining. eg, @Flix01 made this - https://gist.github.com/Flix01/254005101903fe1bc22fe0b9f3ed3931

Repository owner deleted a comment from Freedomhan Mar 6, 2018

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commented Mar 10, 2018

Working on an editor for https://github.com/Librelancer/Librelancer

@ocornut

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commented Mar 10, 2018

Limit Theory
http://forums.ltheory.com/viewtopic.php?f=30&t=6459

The amount of details here is particularly interesting:

  • The text color changes make a big difference to the overall overall impression
  • Nice fonts and prominent usage of icons (e.g. FontAwesome
  • Custom title bar elements (close button shows a cross, was actually about to make that change in master myself, will do soon). It's possible that they may just be using the menu bar to display those icons.

Will ask them for some details.

xmmbubg

zxmncna

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dy3oiyr

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@codz01

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commented Mar 13, 2018

gray theme
imgui_gray

   ImVec4* colors = ImGui::GetStyle().Colors;
    ImGui::GetStyle().FramePadding = ImVec2(4.0f,2.0f);
    ImGui::GetStyle().ItemSpacing = ImVec2(8.0f,2.0f);
    ImGui::GetStyle().WindowRounding = 2.0f;
    ImGui::GetStyle().ChildRounding = 2.0f;
    ImGui::GetStyle().FrameRounding = 0.0f;
    ImGui::GetStyle().ScrollbarRounding = 0.0f;
    ImGui::GetStyle().GrabRounding = 1.0f;
    ImGui::GetStyle().WindowBorderSize = 1.0f;
    ImGui::GetStyle().FrameBorderSize = 1.0f;
    colors[ImGuiCol_Text]                   = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
    colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
    colors[ImGuiCol_WindowBg]               = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
    colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
    colors[ImGuiCol_PopupBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
    colors[ImGuiCol_Border]                 = ImVec4(0.00f, 0.00f, 0.00f, 0.44f);
    colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
    colors[ImGuiCol_FrameBg]                = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
    colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.64f, 0.65f, 0.66f, 0.40f);
    colors[ImGuiCol_FrameBgActive]          = ImVec4(0.64f, 0.65f, 0.66f, 0.40f);
    colors[ImGuiCol_TitleBg]                = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
    colors[ImGuiCol_TitleBgActive]          = ImVec4(0.71f, 0.70f, 0.70f, 1.00f);
    colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
    colors[ImGuiCol_MenuBarBg]              = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
    colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
    colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
    colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
    colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
    colors[ImGuiCol_CheckMark]              = ImVec4(0.43f, 0.43f, 0.43f, 1.00f);
    colors[ImGuiCol_SliderGrab]             = ImVec4(0.63f, 0.63f, 0.63f, 0.78f);
    colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.43f, 0.44f, 0.46f, 0.78f);
    colors[ImGuiCol_Button]                 = ImVec4(0.61f, 0.61f, 0.62f, 0.40f);
    colors[ImGuiCol_ButtonHovered]          = ImVec4(0.57f, 0.57f, 0.57f, 0.52f);
    colors[ImGuiCol_ButtonActive]           = ImVec4(0.61f, 0.63f, 0.64f, 1.00f);
    colors[ImGuiCol_Header]                 = ImVec4(0.64f, 0.64f, 0.65f, 0.31f);
    colors[ImGuiCol_HeaderHovered]          = ImVec4(0.58f, 0.58f, 0.59f, 0.55f);
    colors[ImGuiCol_HeaderActive]           = ImVec4(0.52f, 0.52f, 0.52f, 0.55f);
    colors[ImGuiCol_Separator]              = ImVec4(0.56f, 0.56f, 0.56f, 1.00f);
    colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.17f, 0.17f, 0.17f, 0.89f);
    colors[ImGuiCol_SeparatorActive]        = ImVec4(0.17f, 0.17f, 0.17f, 0.89f);
    colors[ImGuiCol_ResizeGrip]             = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
    colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.39f, 0.39f, 0.40f, 0.67f);
    colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.39f, 0.39f, 0.40f, 0.67f);
    colors[ImGuiCol_CloseButton]            = ImVec4(0.59f, 0.59f, 0.59f, 0.50f);
    colors[ImGuiCol_CloseButtonHovered]     = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
    colors[ImGuiCol_CloseButtonActive]      = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
    colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
    colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
    colors[ImGuiCol_PlotHistogram]          = ImVec4(0.78f, 0.78f, 0.78f, 1.00f);
    colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(0.56f, 0.56f, 0.56f, 1.00f);
    colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.71f, 0.72f, 0.73f, 0.57f);
    colors[ImGuiCol_ModalWindowDarkening]   = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
    colors[ImGuiCol_DragDropTarget]         = ImVec4(0.16f, 0.16f, 0.17f, 0.95f);
@aiekick

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commented Mar 13, 2018

A soft for generate a mesh from a distance field. the slice path is fully controled by the glsl directly :)
but work always in progress at this moment :)

2018-03-23_06-03-23

2018-03-25_17-54-49

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commented Mar 14, 2018

Pushed a small change a few days ago to use a cross in the closing button instead of the infamous circle:

image
image

The highlight fill (which is circular to accommodate for rounded windows) is using the button background colors so ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered have been completely removed (this is a breaking change), as part of simplifying styles.

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commented Mar 15, 2018

Some shots from the tooling used by @citruslee for their demos:
Rise and Shine http://www.pouet.net/prod.php?which=68178
Solitude http://www.pouet.net/prod.php?which=69740
Terabyte http://www.pouet.net/prod.php?which=67145

minerva-04
minerva-05

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commented Mar 18, 2018

Graphite with several GUI styles (dark and light, fixed layout and floating windows)

graphite_gui_styles

graphite_legacy_black

@JSandusky

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commented Mar 26, 2018

Bitfield checkbox matrix:

image

Code: https://gist.github.com/JSandusky/af0e94011aee31f7b05ed2257d347637

Uses a bool BitField(const char* label, unsigned* bits, unsigned* hoveredBitIndex); signature. Hovered bit index is useful for tooltip to show names (ie. user defined flags).

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commented Mar 26, 2018

This video from Airbus
https://www.youtube.com/watch?v=Te3qptOwTK4
Shows a VR project ("VR dragonfly"?) using dear imgui at the 20 seconds mark:
airbus vr thing

@ImOnALampshade

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commented Apr 2, 2018

Wanted to share mine: I have Electron rendering to an OpenGL texture, which I am displaying in ImGui.

image

@hsimpson

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commented Apr 6, 2018

clparticles
OpenCL calculated particles, rendered with OpenGL.
Video: https://youtu.be/VTs5xOGDT5w
Repo: https://github.com/hsimpson/clparticles

Screenshot of clparticles

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commented May 2, 2018

Panorama
"simple Linux system monitor"
https://github.com/ronen25/panorama
panorama 2
Interesting to see somehow desktop-looking apps popping here and there.

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commented Jun 12, 2018

Nodable by @berdal84
https://github.com/berdal84/Nodable
Nodable is a node-able bidirectionnal editor (Text-to-Graph and Graph-to-Text).
2018_06_12_animation
@ocornut sorry for the double post, maybe could you merge it with your previous one ?

@Nukem9

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commented Jun 12, 2018

Spotted in Fallout76 - "The Making of Fallout 76 - Noclip Documentary"

image

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commented Jun 13, 2018

I have used imgui-rs (the Rust interface) in HyperNSGA, which was part of my diploma thesis to visualize the evolutionary development and optimization of spiking neural networks (using compositional pattern producing networks and NSGA) and to interact in realtime with the optimization process:

Imgui

@fallrisk

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commented Jun 22, 2018

A dark and purple theme.

https://github.com/fallrisk/purpur-fetthenne-theme

screenshot_20180622_141505

  colors[ImGuiCol_Text]                   = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
  colors[ImGuiCol_TextDisabled]           = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
  colors[ImGuiCol_WindowBg]               = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_ChildBg]                = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_PopupBg]                = ImVec4(0.08f, 0.08f, 0.08f, 1.00f);
  colors[ImGuiCol_Border]                 = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
  colors[ImGuiCol_FrameBg]                = ImVec4(0.18f, 0.18f, 0.19f, 1.00f);
  colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.61f, 0.35f, 0.71f, 1.00f);
  colors[ImGuiCol_FrameBgActive]          = ImVec4(0.61f, 0.35f, 0.71f, 1.00f);
  colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_TitleBgActive]          = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_MenuBarBg]              = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.13f, 0.13f, 0.13f, 1.00f);
  colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.36f, 0.38f, 0.39f, 1.00f);
  colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.36f, 0.38f, 0.39f, 1.00f);
  colors[ImGuiCol_CheckMark]              = ImVec4(0.56f, 0.27f, 0.68f, 1.00f);
  colors[ImGuiCol_SliderGrab]             = ImVec4(0.56f, 0.27f, 0.68f, 1.00f);
  colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.56f, 0.27f, 0.68f, 1.00f);
  colors[ImGuiCol_Button]                 = ImVec4(0.36f, 0.38f, 0.39f, 1.00f);
  colors[ImGuiCol_ButtonHovered]          = ImVec4(0.61f, 0.35f, 0.71f, 1.00f);
  colors[ImGuiCol_ButtonActive]           = ImVec4(0.56f, 0.27f, 0.68f, 1.00f);
  colors[ImGuiCol_Header]                 = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_HeaderHovered]          = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_HeaderActive]           = ImVec4(0.27f, 0.27f, 0.28f, 1.00f);
  colors[ImGuiCol_Separator]              = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
  colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.61f, 0.35f, 0.71f, 1.00f);
  colors[ImGuiCol_SeparatorActive]        = ImVec4(0.56f, 0.27f, 0.68f, 1.00f);
  colors[ImGuiCol_ResizeGrip]             = ImVec4(0.36f, 0.38f, 0.39f, 1.00f);
  colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.61f, 0.35f, 0.71f, 1.00f);
  colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.56f, 0.27f, 0.68f, 1.00f);
  colors[ImGuiCol_PlotLines]              = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
  colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.60f, 0.36f, 0.76f, 0.40f);
  colors[ImGuiCol_PlotHistogram]          = ImVec4(0.61f, 0.35f, 0.71f, 1.00f);
  colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(0.56f, 0.27f, 0.68f, 1.00f);
  colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
  colors[ImGuiCol_ModalWindowDarkening]   = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
  colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
  colors[ImGuiCol_NavHighlight]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
  colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);

  ImGuiStyle& style = ImGui::GetStyle();

  style.FrameRounding = 3;
@BrunoLevy

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commented Jun 24, 2018

ImGui in outer space !
Early Universe Reconstruction (coop. with Paris Institute of Astrophysics and Paris Observatory).

Visualized with Graphite
Download (Linux/Mac/Windows sources, windows executable): https://gforge.inria.fr/frs/?group_id=1465
Documentation: http://alice.loria.fr/software/graphite/doc/html/

eur_imgui

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commented Jun 24, 2018

A CPU/GPU profiler called Tracy
Video: https://www.youtube.com/watch?v=fB5B46lbapc
Sources: https://bitbucket.org/wolfpld/tracy/src/master/

tracy

From a technical talk about the Vulkan port of Rise of the Tomb Raider
https://youtu.be/ptakmFGcIRU?t=638
rise of the tomb raider

A technical blog post for the game iRacing (about damage and collision systems)
https://www.iracing.com/road-new-damage/
iracing

Directus3d Engine
https://github.com/PanosK92/Directus3D
directus3d screenshot-v0 3_preview3

A node editor (can't remember where I found/got this one, but it was from a public source)
dejchjfw4aehdap jpg orig

@ocornut

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commented Jun 25, 2018

This is Part 6. Locking this now. Moving to Part 7.
Screenshots Part 1 #123
Screenshots Part 2 #539
Screenshots Part 3 #772
Screenshots Part 4 #973
Screenshots Part 5 #1269
Screenshots Part 6 #1607
Screenshots Part 7 #1902
Screenshots Part 8 #2265
Also see: Software using dear imgui (you can help complete the list!)

@gdeverlant

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commented Mar 13, 2019

Wanted to share mine: I have Electron rendering to an OpenGL texture, which I am displaying in ImGui.

image

How did you achieve this ?

@ImOnALampshade

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commented Mar 14, 2019

@Alzathar

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commented Mar 14, 2019

@ImOnALampshade What about the possibility to use [CEF|(https://bitbucket.org/chromiumembedded/cef)? There is a recent example using CEF and Ogre3D here. There was also an attempt using ImGui as reported in the issue #1140.

Do you think this could replace Ultralight?

@ImOnALampshade

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commented Mar 14, 2019

@gdeverlant

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commented Mar 14, 2019

Separate electron process rendering offscreen into shared memory (see my profile for a node module for the shared memory), which I use to update an OpenGL texture. Displayed in Imgur through an Image button (so that mouse drag events don’t get eaten by Imgui). Input is forwarded through a network socket. I actually switched to Ultralight, which is a more purpose built implementation. Electron is pretty heavy and bulky, and is notorious for using lots of system resources. Ultralight has been a lot better at that, but has its own issues (like no HTML5 video, there’s some issues I’ve had with scrollable divs, and a few random crashes on windows). It is still very much in beta and it’s been a while since the last update, but it does seem to be actively maintained if a bit slowly. I want to make this project open source, but Ultralights is proprietary and kind of prevents that, since anyone who would want to use my implementation would have to pay for a license. I’m probably going to switch again to an OSS renderer like Gecko (Firefox) or using WebKit directly (which ultralight is a wrapper around)

On Wed, Mar 13, 2019 at 12:26 PM gdeverlant @.***> wrote: Wanted to share mine: I have Electron rendering to an OpenGL texture, which I am displaying in ImGui. [image: image] https://user-images.githubusercontent.com/7727197/38189147-9c5ae4a0-3613-11e8-89f5-beabdea5d64c.png How did you achieve this ? — You are receiving this because you commented. Reply to this email directly, view it on GitHub <#1607 (comment)>, or mute the thread https://github.com/notifications/unsubscribe-auth/AHXoXUkec989EMT5LLB891Qmsg-whoBrks5vWVD4gaJpZM4SA551 .

Dude that is unbelievable, yesterday I was talking with the author of Ultralight and I didn't ask him if it was possible to use Ultralight instead of Chrome inside of imgui. Like magic you come today saying that you used it instead. Can you enlighten us about you achieved Ultralight?

This would be really appreciated. Great work !

@ImOnALampshade

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commented Mar 14, 2019

@gdeverlant can you clarify what you're asking? Ultralight provides a driver for directly rendering to an OpenGL texture, which is exactly what I am using to do it. I take that OpenGL texture and display it in ImGui as I described above - using ImGui::ImageButton

@gdeverlant

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commented Mar 14, 2019

@gdeverlant can you clarify what you're asking? Ultralight provides a driver for directly rendering to an OpenGL texture, which is exactly what I am using to do it. I take that OpenGL texture and display it in ImGui as I described above - using ImGui::ImageButton

I was asking how did you successfully used Ultralight with imgui. If you have any basic code to share this would really help me. I was wondering is it possible with with Ultralight inside of imgui to load a PPAPI plugin inside like on this web site https://electronjs.org/docs/tutorial/using-pepper-flash-plugin.

I wanted to use Chrome but that is too heavy.

@ImOnALampshade

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commented Mar 14, 2019

@gdeverlant I wish I could share the code but it's scattered all over my project's repository. I'm planning to open source the project later but I really don't want to while Ultralight is inside of it. I need to remove the ultralight code and put it in its own repository and load it in as a plugin to my engine, but right now I don't have plugin support so I can't do that. Open sourcing with ultralight in the engine might give people the wrong idea and cause legal issues, since Ultralight itself is closed source and not free to use.

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commented Mar 14, 2019

@gdeverlant I wish I could share the code but it's scattered all over my project's repository. I'm planning to open source the project later but I really don't want to while Ultralight is inside of it. I need to remove the ultralight code and put it in its own repository and load it in as a plugin to my engine, but right now I don't have plugin support so I can't do that. Open sourcing with ultralight in the engine might give people the wrong idea and cause legal issues, since Ultralight itself is closed source and not free to use.

How about Chrome Embeded Framework which is a stripped down version of Chrome? Is that lightweight enough?

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commented Mar 14, 2019

@gdeverlant Lightweight enough for what?

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commented Mar 14, 2019

@gdeverlant Lightweight enough for what?

To use it for displaying HTML pages inside of imgui and probably load plugins like Flash.

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commented Mar 14, 2019

@gdeverlant Youtube might help you to answer your question:

I was more thinking not inside of 3D engine but more in imgui. The 2 major features I need to implement is to be able to render HTML page and play video in imgui. I never worked with 3D engines nor with imgui but I have a good understanding of C++. What would be the best option for me in a short while.

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commented Mar 14, 2019

@gdeverlant This is not the thread to discuss that. You can trivially display any texture in dear imgui and people are saying those library can output to a texture. There's not more much to do from the imgui side of things, other than you should look into those, if you are not familiar with them. Handling the display is literally 1 line of code if you are using imgui + opengl (a call to ImGui::Image()), most of the work is on the other side of the fence.

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commented Mar 14, 2019

@gdeverlant This is not the thread to discuss that. You can trivially display any texture in dear imgui and people are saying those library can output to a texture. There's not more much to do from the imgui side of things, other than you should look into those, if you are not familiar with them. Handling the display is literally 1 line of code if you are using imgui + opengl (a call to ImGui::Image()), most of the work is on the other side of the fence.

Oh I'm really sorry @ocornut I didn't mean to offend you. What should I do with all the other threads?

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commented Mar 15, 2019

What should I do with all the other threads?

You can leave the post here. Maybe get in touch with Alzathar and ImOnALampshade if they want to help, and feel free to post results in a new thread or latest Gallery thread if you have code to share to help other users. I'm just saying this discussion doesn't need to happen Here (which is an old, should-be-locked, Gallery thread).

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commented Mar 15, 2019

Yeah thank you for the guidance. I will try to do some talk with them.

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commented Mar 15, 2019

@gdeverlant I guess github doesn't have a direct messaging system anymore (I could have sworn it used to) but you can email me my github username at gmail

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commented Mar 15, 2019

@Alzathar @ImOnALampshade I wrote you an email but I found the ImGui gitter channel where we can exchange with an history. I think that is the best for now.

https://gitter.im/ocornut/imgui

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