From Newsgroup: news.software.readers
On 6/3/2026 10:18 PM, Mr. Man-wai Chang wrote:
On 6/4/2026 5:56 AM, Chris M. Thomasson wrote:
On 6/3/2026 2:54 PM, Chris M. Thomasson wrote:
I think so in a sense. You can make your gui separate and another window >>> for dx12, opengl, ect... You should be able to make a window in app
space to render dx12/opengl on, cannot remember right now.
Fwiw, imgui is actually perfect for this for it renders directly into
your DX12/OpenGL framebuffer, so your whole UI lives inside the render
window itself. No separate Win32 panel needed. Super easy to integrate.
Actually, I cannot remember how to directly embed a dx12/opengl panel
into say qt or something.....
That means when you write a game, you have to roll your own GUI widgets?
Not necessarily... Well, imgui has a lot of the common gui elements.
Fwiw, I use it for my dx12 experiment. Not that hard to pull into the
system:
https://imgui.org
And many other stuffs that's commonly found in rapid development tools
like Visual Foxpro?
That's why I used the word "harsh". :)
Using imgui is easier than programming dx12 from scratch! :^)
I am getting the hang of it (dx12 and imgui). It (dx12) is more akin to Vulkan. Its a _lot_ more efficient than modern opengl! I can use a
single memcpy to update the entire state in the render loop. Bindless textures, and other fun things...
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