[osg-users] [3rdparty] ImGui integration

Riccardo Corsi riccardo.corsi at kairos3d.it
Wed Dec 20 05:49:13 PST 2017


Hi Florian,

I have a working implementation with non-FFP, which I cannot disclose,
but I can give you some pointers:
- I suggest to go for the "osg version" that you mention, using native osg
geometries, not to have conflict with GL state and rendering in all osg
threading schemes
- you can either
1) create and destroy geometries
2) reuse them (updating vertex arrays and primitives).
In both method, make sure to manipulate the geometries only when it's safe,
as in some threading models update and draw will overlap.
For instance take a look at the FrameSwitch node mentioned in these threads:
http://forum.openscenegraph.org/viewtopic.php?t=14849
http://forum.openscenegraph.org/viewtopic.php?t=16463

HTH,
Riccardo


On Mon, Dec 18, 2017 at 3:51 PM, Florian GOLESTIN <
florian.golestin at gmail.com> wrote:

> Hi Everyone,
>
> I was thinking to integrate ImGUI with the non FPP version but I'm not
> sure how to do it.
>
> Itself, ImGUI render the ui inside a vector of (vector of ) struct
> containing the triplet Vertex Position, UV coordinates and Color value. As
> it's and "immediate GU", It refresh and refill the buffers every frames.
>
> Here, I see two solution:
>  - Non-OSG'ish: render the UI still using the GL function (glGen...) and
> shader
>  - OSG version using geometries (created and destructed each frame)
>
> What would be the recommended solution to integrate such library?
>
>
> Thank you!
> Florian
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72599#72599
>
>
>
>
>
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