Scop – a 3D model viewer written in C++20 and Vulkan
github.com
github.com
UPD: it uses https://github.com/assimp/assimp which supports various formats.
It's mentioned[0] in `README.md`:
> scop can load Wavefront .obj files
I'm not saw any real example of Dear IMGUI usable under OpenGL 1.x yet.[0]
SDL 1.x is much better in case for portability & wide range of platforms support.[1]
(SDL2 lost a lot of platforms supported by SDL 1.x)
Also SDL1 seems completely irrelevant?
"Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles."
The backends don't seem all that complicated. Here's the OpenGL 2 implementation: https://github.com/ocornut/imgui/blob/master/backends/imgui_... - should be backportable to OpenGL 1.x.
I'm pretty sure that if someone was crazy enough, they could even write a ncurses backend for it. Rejecting 50% of the functionality for sure, but most of the UIs I've seen done with Dear ImGui were simple enough that they could be translated to terminal display almost 1:1.
I actually love this kind of design, where the dependency on IO particulars is neatly separated out. I don't see much in terms of automated testing in the repo, but I imagine feature-level tests should be easy to add with such design: just have a backend that lets the test drive input, and consume callbacks and rendering commands.
@dang, is there any reason URL parser should consider a trailing semicolon to be a part of the URL? Or maybe HN needs some form of minimal markup or escaping syntax for URLs? Or at least a documentation of the existing parser? :).
https://github.com/ggerganov/imtui
Also, regarding automated testing, AFAIK this is in progress for quite a while:
All that's needed for GL 1.x is to convert the vertex- and index-data you're getting from ImGui into triangle glBegin/End call sequences. But what's the point when all relevant platforms support at least OpenGL 2.x for at least a (more like two) decade(s)?
The CMake find_program thing was utterly unable to find glslc, even when I placed it in /usr/bin/; I had to hand-edit the build/CMakeCache.txt entry. (^*%^&^$%&% CMake.)
When run, it pops up a window frame for a fractional second and dies with "VulkanInstance: no physical device". Otherwise, nice!
Well, those are different projects. The standalone version of libglslang is glslangValidator.
I checked and the CMake code in this project is wrong:
https://cmake.org/cmake/help/latest/command/find_program.htm...
it should be
find_program(GLSLC_PATH glslc REQUIRED FATAL_ERROR)
e.g. here it was calling find_program with "glslc" as variable name in which to put a program called ""I submitted a fix here: https://github.com/cledant/scop_vulkan/pull/1