imgui is by default limited to 64k vertices display, which prevents us to display large plots (overflow displays a corrupted graph).
It's possible and safe to break this limitation by changing ImDrawIdx to unsigned int
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
the number of points is increased to 10.000.000
tested with a graph using 2.500.000 points, and it looks smooth enough on a DTU machine.
imgui is by default limited to 64k vertices display, which prevents us to display large plots (overflow displays a corrupted graph).
It's possible and safe to break this limitation by changing ImDrawIdx to unsigned int
the number of points is increased to 10.000.000 tested with a graph using 2.500.000 points, and it looks smooth enough on a DTU machine.