If i comment glVertexAttribPointer the imgui renders perfectly well. After commentig glVertexAttribArray rendering imgui works fine A simple project of texture mapping is created. Here2 is a good online tutorial to get start with on OpenGL ES 2.0 for Android. Do you have any idea what may be the problem? The examples are made to be running on the Android phone. I use imgui implementation provided with android example I've linked, with slight changes (I dont use SDL2 and I commented out all events related code for now).įor me it looks like opengl state wasn't handled properly (glVertexAttribPointer call is messing it somehow). GlEnableVertexAttribArray(gvPositionHandle) GlVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0) After commentig glVertexAttribArray call imgui start working without glitches ImGui::SetNextWindowPos(ImVec2(0, 0), ImGuiSetCond_FirstUseEver) Most of the sample code is in ImGui::ShowTestWindow() ImGui::Begin("Another Window", &showAnotherWindow) ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver) Show another simple window, this time using an explicit Begin/End pair ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",ġ000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate) If (ImGui::Button("Another Window")) showAnotherWindow = !showAnotherWindow How to create a Simple Image Slider in Android- Android Studio 2017. If (ImGui::Button("Test Window")) showTestWindow = !showTestWindow Android create gallery in application using java, Mastering EDM. OpenGL supports the android native development kit (NDK) for graphics features development. It processes high-performance data transfer between CPU and GPU. ImGui::ColorEdit3("clear color", (float *) &imClearColor) OpenGL in Android is a graphics library that is used for 2D and 3D graphics development in Android applications. ImGui::SetNextWindowSize(ImVec2(200, 200), ImGuiSetCond_FirstUseEver) ImGui_ImplAndroidGLES2_NewFrame(screenWidth, screenHeight, currentTimeInMilliseconds()-startTime) GlClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
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