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dear imgui / prev: the dragon’s trap , dreams, tearaway, pixeljunk shooter, soul bubbles, meka (he/him)
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Omar 23 h
Odgovor korisniku/ci @nothings
I once used a tool to backup/restore icon position which worked ok (I forgot which tool to the point where I'm sure there's one on my computer but I don't know where it is nor how its called... but googling showed a few e.g. )
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Omar proslijedio/la je tweet
Doug Binks 2. velj
I've posted a Tutorial on using Runtime Compiled C++ with Dear ImGui and DirectX11 on Comes with full source code on Github, with branches for each stage of the tutorial along with videos.
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Omar proslijedio/la je tweet
Sean Barrett 24 h
Updated following stb libraries: stb.h stb_divide.h stb_ds.h stb_dxt.h stb_easy_font.h stb_image.h stb_image_resize.h stb_image_write.h stb_include.h stb_leakcheck.h stb_perlin.h stb_sprintf.h stb_truetype.h stb_vorbis.c stb_voxel_render.h stretchy_buffer.h
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Omar 1. velj
Odgovor korisniku/ci @nothings
I think ffmpeg can take a file containing list the files it would use for input. The format is something like “file: some_filename.png” on each line so you may be able to use a simple dir /b listing + followed by search & replace
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Omar 1. velj
Odgovor korisniku/ci @DerelictOnline @buirbs @eigenbom
The open source ones are listed here: also see thread
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Omar 31. sij
Odgovor korisniku/ci @antovsky @graycrawford
I don’t even remember, probably a product of us three Dave, you and I at the time!
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Omar 31. sij
Odgovor korisniku/ci @tomkiss
France stands united with you
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Omar 30. sij
Odgovor korisniku/ci @sssmcgrath
That delay would not be necessary for the keyboard path, especially if we remove the background dimming/whitening which ihmo would be a little off putting when doing quick CTRL+Tab. I'll cleanup that stuff eventually.
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Omar 30. sij
Ah, I now recall why CTRL+TAB has a delay in visual feedback. Code origined from Gamepad controls which uses Square Tap for menu-toggle and Square Hold+L/R etc for window selection, so a delay is necessary in this path.
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Omar 30. sij
Odgovor korisniku/ci @niinegames
(Joking btw, please don't pay! Mostly focusing on studios and large businesses now, while keeping the library free for all)
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Omar 30. sij
Odgovor korisniku/ci @niinegames
I am pretty sure I can help relieving that heavy feeling away from you ;)
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Omar 29. sij
Odgovor korisniku/ci @billassault
I don’t have a perfect solution for that right now but will work on incremental atlas to facilitate it eventually. If you are sticking to latin character building a few intermediate sizes and relying on bilinear you can get away with it although clearly not ideal.
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Omar 29. sij
Odgovor korisniku/ci @billassault
TL;DR: single dpi is easy to implement, multi dpi is quite complex for hundreds of small reasons (to be fair even Windows doesn’t handle it very well) but possible to reach good enough with some work.
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Omar 29. sij
Odgovor korisniku/ci @billassault
This will be made easier over time but it works with those steps, the main constraint those steps introduce is if you want to mid-frame changes of style size to be applied over multiple viewports (then you can’t just reset + rescale style).
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Omar 29. sij
Odgovor korisniku/ci @billassault
For multi-dpi (multiple viewports over multiple monitor with varying dpi scale) you currently need to maintain a set of font atlas for each dpi, hook Platform_OnChangedViewport and on dpi change swap atlases, remap font and reapply style size.
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Omar 29. sij
Odgovor korisniku/ci @billassault
For single dpi (1 viewport) on dpi change you can rebuild font atlas with new size, reset + rescale style. Make sure all sizes in code are multiple of font or style sizes (almost always the case, but we need to introduce more standardized constants to help)
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Omar 29. sij
Odgovor korisniku/ci @K6L2T
Thank you !
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Omar 29. sij
Odgovor korisniku/ci @K6L2T @romainguy
FYI Google and in particular Romain's team (Filament) have been kind helpful sponsors of Dear ImGui since mid last year!
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Omar 29. sij
Odgovor korisniku/ci @billassault
I don't. To avoid excessive draw call it would mean that regular shapes are drawn with the same shader (if e.g you were thinking SDF shader). Current work is getting us more toward facilitating dynamic font atlas and multi-font atlas (e.g. one per unique DPI scale).
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Omar 29. sij
Odgovor korisniku/ci @ocornut
Lors des balbutiement du projet il me semble que l'intention entre autres était d'honorer les personnes, et donc ne pas mentioner le nom des équipes de dev n'est pas vraiment le symbole idéal pour ça. Merci!
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