My utility appears like this:
I’m utilizing Pricey ImGui for UI and want to draw the body buffer contents right into a texture after which show that texture in an ImGui Window.
I’ve adopted the official OpenGL information on easy methods to make a body buffer, and render it to a texture, and in addition easy methods to combine it with Pricey ImGui.
Nevertheless, as seen within the first picture, I am getting the default font atlas texture rendering as an alternative of my body buffer’s coloration texture. It doesn’t matter what I strive, whether or not I go it as a perform parameter
ui.Render(framebuffer.colourTexture);
or direct project
ui.colourTex = framebuffer.GetColourTexture();
So this received me interested by if my manner of making the picture view within the first place is improper (see beneath).
void UI::SceneView(unsigned int colorBuffer)
{
ImGui::ShowDemoWindow();
ImGui::Start("Scene");
{
ImGui::BeginChild("Renderer Viewport");
ImGui::Textual content("Scene View");
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec2 windowSize = ImGui::GetWindowSize();
ImGui::GetWindowDrawList()->AddImage(
(void *)(intptr_t)colorBuffer,
ImVec2(pos), ImVec2(pos.x + windowSize.x, pos.y + windowSize.y),
ImVec2(-1, 0), ImVec2(0, 1));
ImGui::EndChild();
ImGui::Finish();
}
}
This will look barely unusual contemplating there’s an ImGui::Picture()
Class; nonetheless, this methodology offers higher low-level entry, excellent for an engine.
I additionally thought it might be the order I am drawing my scene in however my scene renders tremendous, simply with the improper texture within the viewport.
Anyway, I might be extraordinarily grateful if anybody may level me in the best route/may probably counsel a repair as a result of I’ve been caught on this for months and with research + a part-time job I actually haven’t got a lot time to work on my engine.