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Standalone ImDrawList use and rendering #1878
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I don't understand the question/request, please clarify. |
@ocornut How exactly is the best way to do that. I will for example am interested in using the d3d9 impl. ImGui_ImplDX9_RenderDrawData has the ImDrawData* param that has some things that need to be filled. Do I have to fill these manually or is there a better way to do this. It also seems to do font drawing I will need to create an ImGui context. |
A couple things I'm wondering : |
You can create a ImFontAtlas, build the font and use it without an ImGui context. There are setup minutia that would be better hidden in a helper function. (e.g. The draw list always needs a draw command (the last draw cmd is stripped when empty at the end of the frame). But this should work, and calling You can also reuse the ImDrawList and call You can also setup PS: Best to use IM_COL32(0,0,0,255) instead of ImColor(). |
@ocornut This seems like all I needed to know. Thanks. I'll close this for now. |
I have posted a simpler example here: |
…DrawData itself. Faclitate user-manipulation of the array (#6406, #4879, #1878) + deep swap. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860) + Metrics: avoid misleadingly iterating all layers of DrawDataBuilder as everything is flattened into Layers[0] at this point. # Conflicts: # imgui.cpp # imgui_internal.h
v1.6 Master
I created this issue to ask if you had any plans of making IMGUI's renderer standalone or know of anyone that has tried to slim IMGUI to its base renderer.. I do not use the gui system but I do utilize the renderer and I do believe that IMGUI's renderer is quite nice considering it is largely platform independent. I currently have to do some hackish abuse of the api such as making fullscreen transparent windows. There are few if any "fully featured" platform independent renderers.
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