diff --git a/examples/README.txt b/examples/README.txt index aa22e738..5acd8dff 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -17,7 +17,7 @@ ImGui is highly portable and only requires a few things to run: - Optional: clipboard support, mouse cursor supports, Windows IME support, etc. So this is essentially what those examples are doing + the obligatory cruft for portability. -Unfortunately in 2015 it is still tedious to create and maintain portable build files using external +Unfortunately in 2016 it is still tedious to create and maintain portable build files using external libraries (the kind we're using here to create a window and render 3D triangles) without relying on third party software. For most examples here I choose to provide: - Makefiles for Linux/OSX @@ -27,6 +27,15 @@ Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. +ImGui has zero frame of lag for most behavios and one frame of lag for some behaviors. +At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through +a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may +experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize +the lag between an hardware cursor and a software cursor. It might be beneficial to the user experience +to switch to a software rendered cursor when an interactive drag is in progress. +Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering), +leaving you with no option but sadness (Intel GPU drivers were reported as such). + opengl_example/ OpenGL example, using GLFW + fixed pipeline. This is simple and should work for all OpenGL enabled applications.