Closed zeyonaut closed 8 years ago
What you try to achieve is exactly what i am doing here: https://github.com/Extrawurst/unecht/blob/master/screenshots/2016-02-13%20dragdrop.gif
it is working as u see. i would investigate your drawing code (where textures are bound) and the image format should also match and you should check glError to find out if there is something going wrong
Thanks for the response.
I was skeptical at first that the drawing code was going wrong. However, when I tried to replicate it in C++, the same thing happened! I'm using your ImGui-GLFW implementation file, which was, obviously, a port of the original ImGuiImpl for GLFW3. The texture binding is done in the same way as the font is. I might try editing the implementation file to give ImGui a different texture and check glError.
Edit: You're right, something's wrong with my drawing code. Thanks for the tips.
You have no idea how grateful I am for this. I didn't think of looking in the draw code, but I did not realize I had changed it. Still, thank you so much!
~ Aaron.
Steps to reproduce: Be on Mac OS X 10.11. Install dub dependency
imageformats
and import it intoimgui_d_test
(your repo). Before void main:After initialization:
Then, in a window,
igImage( &tex, ImVec2(im.w, im.h), ImVec2(0,0), ImVec2(1,1), ImVec4(255,255,255,255), ImVec4(255,255,255,0));
(Or appropriate igImageButton call.)Then, you shall get what I describe in my title: Instead of the actual image, it shows the image of the embedded font in ImGui. If it is a button, you just get a blank white button.
Would you mind fixing this? I have no idea why this could be. Any help would be very much appreciated.