From baa2e3b45184290c6bab2e37b0483390e5642454 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 21 Dec 2016 18:42:52 +0100 Subject: [PATCH] Minor documentation tweaks --- imgui.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 5a45931f..75dd64e0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5,6 +5,7 @@ // Newcomers, read 'Programmer guide' below for notes on how to setup ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui // Releases change-log at https://github.com/ocornut/imgui/releases +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/772 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // This library is free but I need your support to sustain development and maintenance. // If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui @@ -280,7 +281,6 @@ Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name in the code, there will likely be a comment about it. Please report any issue to the GitHub page! - Q: What is ImTextureID and how do I display an image? A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function. ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry! @@ -464,7 +464,7 @@ ISSUES & TODO-LIST ================== Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues - The list below consist mostly of notes of things to do before they are requested/discussed by users (at that point it usually happens on the github) + The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point it usually moves to the github) - doc: add a proper documentation+regression testing system (#435) - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.