How can I render a large number of waveforms drawn using ImGui's drawList only once and then use it as a cached image for display to reduce drawing resource usage? Should I use a texture with DirectX 11 and Win32, or save it as an image? #7893
Labels
Version/Branch of Dear ImGui:
Version 1.91.0
Back-ends:
imgui_impl_dx11.h+ imgui_impl_win32.cpp
Compiler, OS:
win10+dx11+win32
Full config/build information:
No response
Details:
How can I render a large number of waveforms drawn using ImGui's drawList only once and then use it as a cached image for display to reduce drawing resource usage? Should I use a texture with DirectX 11 and Win32, or save it as an image?
Screenshots/Video:
Minimal, Complete and Verifiable Example code:
void RenderEcgines(ImDrawList* drawList, ImVec2 windowPos, const std::vector<std::vector>& tmp_list) {
// 常量定义
constexpr double baselineOffset = 100.0;
constexpr double leadOffset = 75.0;
constexpr float lineThickness = 1.0f;
constexpr ImU32 lineColor = IM_COL32(0, 0, 0, 255); // 黑色
const double y_Translate_item = baselineOffset + InputScalar_y_line_offect;
}
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