Comments (2)
I am currently working on a Node based shader graph system but my approach is to use a already working graph system made by thedmd.
In my opinion it is easier to go this way instead of trying to use the existing OvUI, correct me if I am wrong.
source: https://github.com/thedmd/imgui-node-editor
from overload.
Yep this issue suggests exactly that, we should use this kind of tool, and wrap it inside of OvUI like the rest of ImGUI.
from overload.
Related Issues (20)
- Implement an abstraction layer for buffers and resources
- Use of RAII idiom for the WidgetContainer class
- Remove serialization unnecessary `p_doc` parameter
- `FMatrix3` and `FMatrix4` are initialized using `memcpy`
- Remove redundant code in components by using inheritence instead of adding an abstraction layer
- Move editor textures from `RawTextures` to proper image files
- Asset Browser rework
- Undo and redo operations in the editor. HOT 1
- We should perform a pass to update parts of the engine that aren't in line with our current coding conventions.
- `OvMaths::Internal::TransformNotifier` shouldn't be referred to in any .h file
- Implement a tool (debug only) to track memory allocations during the lifecycle of our applications
- Investigate dropping OvUI to follow the IMGUI paradigm HOT 1
- Consider updating Overload C++ version from 17 to 20 HOT 1
- Components `OnDisable` and `OnDestroy` logic doesn't match `OnAwake`, `OnEnable`, and `OnStart`
- Abstract the `ScriptInterpreter` to allow for multiple implementations (Lua, Python, C#)
- Add support for USD scenes import
- Setup unit tests with GitHub workflow
- [Regression] Outline on hover isn't working anymore
- ADD Skeletal animation
- Extract textures from fbx files
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from overload.