Fixed more FAQ links. (#2848)

docking
omar 5 years ago
parent 5fc427a49e
commit 3bbc27ebd9

@ -1,8 +1,10 @@
# FAQ (Frequenty Asked Questions) # FAQ (Frequenty Asked Questions)
You may browse this document at: You may link to this document using short form:
https://www.dearimgui.org/faq
or its real address:
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
or use any Markdown viewer. or view this file with any Markdown viewer.
## Index ## Index
@ -282,7 +284,7 @@ node open/closed state differently. See what makes more sense in your situation!
Short explanation: Short explanation:
- Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
@ -294,7 +296,7 @@ Long explanation:
We carry the information to identify a "texture" in the ImTextureID type. We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: - In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
``` ```
OpenGL: OpenGL:
- ImTextureID = GLuint - ImTextureID = GLuint

@ -157,7 +157,7 @@ Custom engine
### Support, Frequently Asked Questions (FAQ) ### Support, Frequently Asked Questions (FAQ)
Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/wiki/FAQ) page, e.g.: Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page, e.g.:
**Basics** **Basics**
- "Where is the documentation?" - "Where is the documentation?"

@ -1,16 +1,16 @@
(Click "Preview" to turn any http URL into a clickable link) (Click "Preview" to turn any http URL into a clickable link)
1. PLEASE CAREFULLY READ: 1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
https://github.com/ocornut/imgui/issues/2261
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum: 2. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261
https://discourse.dearimgui.org
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1). 2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forum](https://discourse.dearimgui.org/c/getting-started).
3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. 4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue. 5. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you! Thank you!

@ -2,7 +2,7 @@
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues: // Issues:

@ -2,7 +2,7 @@
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues: // Issues:

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Issues: // Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Issues: // Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 // [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -2,7 +2,7 @@
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) // Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
// Missing features: // Missing features:
// [ ] Renderer: Clipping rectangles are not honored. // [ ] Renderer: Clipping rectangles are not honored.

@ -2,7 +2,7 @@
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) // Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. OSX) // This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. OSX) // This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

@ -4,7 +4,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -4,7 +4,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.

@ -13,7 +13,7 @@ You may also load external .TTF/.OTF files.
The files in this folder are suggested fonts, provided as a convenience. The files in this folder are suggested fonts, provided as a convenience.
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
Also read dear imgui FAQ in imgui.cpp! Also read the FAQ: https://www.dearimgui.org/faq
If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum: If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum:
https://discourse.dearimgui.org/c/getting-started https://discourse.dearimgui.org/c/getting-started

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