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Examples: Renamed imgui_impl_sdl2.cpp to imgui_impl_sdl.cpp (#1870) + changelog bits
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@ -65,7 +65,7 @@ You can find binaries of some of those example applications at:
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Most the example bindings are split in 2 parts:
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- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
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Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl2.cpp)
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Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
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- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
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Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
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@ -109,7 +109,7 @@ Most the example bindings are split in 2 parts:
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List of officially maintained Platforms Bindings:
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imgui_impl_glfw.cpp
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imgui_impl_sdl2.cpp
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imgui_impl_sdl.cpp
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imgui_impl_win32.cpp
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List of officially maintained Renderer Bindings:
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@ -199,18 +199,18 @@ example_sdl_opengl2/
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
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example_sdl_opengl3/
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+ example.
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
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example_sdl_vulkan/
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SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
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This is quite long and tedious, because: Vulkan.
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
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example_apple/
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OSX & iOS example + OpenGL2.
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