Results 812 comments of Andre Weissflog

I'm planning to make this more flexible in the future: https://github.com/floooh/sokol/issues/1037 With this change there would be a proper "custom mapping" between the occupied slot indices in an `sg_bindings` struct...

The change would go together with getting rid of shader stages in the rest of the API (sg_bindings and sg_apply_uniforms), instead a sokol-gfx bind slot would only be defined by...

Work happens in this branch: https://github.com/floooh/sokol/tree/issue1037_bindings_cleanup

Btw this is now merged, see changelog (and the linked blog post) for details: https://github.com/floooh/sokol/blob/master/CHANGELOG.md#07-nov-2024 ...there's also a new sample which uses the same sg_bindings struct for 3 slightly different...

Hmm yeah I'm seeing the same thing in the "doom-sokol" example (on Windows, haven't tested other platforms). One workaround seems to be to disable, and then enable again the mouse...

My KC85 emulator (1980's East German home computer), Dear Imgui is used for the overlay debugger UI, all windows update in realtime, which is pretty impressive to watch :) Live...

Using https://github.com/juliettef/imgui_markdown as help viewer for [Visual6502 Remix](https://floooh.github.io/visual6502remix/) with internal and external links: ![Nov-19-2019 21-54-17](https://user-images.githubusercontent.com/1699414/69185510-320baa00-0b17-11ea-9fd5-82ed6e02a05c.gif)

...and some animated 8-bit font rendering via ImGui's ImDrawList :) (go here: https://floooh.github.io/visual6502remix/, and in the menu to "Help => About")

Not my screenshot, but I just noticed that Heatblur Simulations is using Dear ImGui as debugging UI in the F-14 module for DCS World :) Link to video: https://www.youtube.com/watch?v=dpPXxz70odo Edit:...

As for the render pass thingie: it's generally better to only do one pass per render target (e.g. think of passes as nodes in a dependency tree of render targets...