Comments (5)
Can you clarify what you mean by flickering by capturing a video of it?
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https://youtu.be/FnY64d0JtK8?si=89DVGQ4OHircR3Z4
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It seems to be because RenderPlatformWindowsDefault()
changes the current GL context:
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
And immediately after you are swapping the current GL context which is the wrong context:
glfwSwapBuffers(window);
If you look at our example, we are doing:
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(window);
You can also store the main GL context and glfwMakeContextCurrent()
on it after RenderPlatformWindowsDefault()
.
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oh, it works!
Have you ever thought about recording some tutorial videos? Specifically about reading the imgui code and some design principles, etc. I really like this repo and hope there will be a way to learn more.
from imgui.
There is a Getting Started guide there:
https://github.com/ocornut/imgui/wiki/Getting-Started
And many tutorial videos on the internet (although maybe IMHO are of dubious quality, people making things more complicated for themselves).
And i'm trying to better populate the Wiki over time but there's so much to do.
Glad it solved your problem!
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