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GameView Vulkan Impl #1371
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Typically you'd render your game scene in an off-screen texture, and then use that texture in your render. I suggest to look at the other examples (OpenGL/DX) to understand how ImTextureId are generally handled. The current renderer in the Vulkan always uses the default font texture for rendering. There is a PR here that fixes it to be on par with the other renderer: Which is an attempt to use ImTextureId to store a VkDescriptorSet, which appears to be the closest thing to describe a texture in Vulkan world. However if you are building your own engine own Vulkan you may have your own type The reason the PR above is unmerged is that VkDescriptorSet is always 64-bit and |
Another approach which is a little more optimal but trickier and less flexible, is to use |
Thanks for this thread! I'm learning both ImGui and OpenGL at the same time and these comments pulled me out of the rabbit hole I got sucked down trying to figure out why the mesh I was rendering was not showing in the second GLFWwindow I had created. |
Closing this thread as answered, even through in the case of Vulkan displaying texture requires the patch of #914 which doesn't work in 32-bits. |
Hi,
I am trying to implement Vulkan as an editor for our engine. I am currently trying to create a gameview, but am quite confused as how I should implement this. What is the best approach to render a scene and display it onto an imgui widget? Could someone provide an example please?
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