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Thank you. @JamesWrigley @azonenberg @rakshitx1 @NicolasFirmo would you mind testing this untested patch for GLFW backend? [imgui-4d53b5f-Backends GLFW workaround for mouse button being released while creating a new window (3158,...

Great! Would you mind testing this variation? (remove previous patch, try this one) [imgui-53609af-Backends GLFW V2 workaround for mouse button being released while creating a new window (3158, 7733, 7922).patch](https://github.com/user-attachments/files/17617698/imgui-53609af-Backends.GLFW.V2.workaround.for.mouse.button.being.released.while.creating.a.new.window.3158.7733.7922.patch)...

I'll wait for another confirmation e.g. from @azonenberg to confirm this. Andrew does it fixes all the issues you had in #7922 ?

This was merged as c347d69. Thanks everyone for the help, and @rokups, and sorry for taking so long to look at this workaround.

> However, if I were to add a second text font, such as Roboto-Bold, without also merging the icon font into that one too, I would end up losing access...

> I think I worded that badly. What I meant was if any of the Assets that are potentially passed into functions such as ImGui::Image end up in that Textures...

> Not entirely sure why it sometimes flashes white. Maybe it still wants to draw it, but the data is already reset? I don't think I will be looking at...

> ImTextureStatus_WantCreate and ImTextureStatus_WantDestroy, and for me, WantCreate calls in EngineFrame X, while WantDestroy calls in EngineFrame X+1. That’s expected. Vertices have already been output using the old texture.

Thanks @raphnet. Sorry for my excessive late answer.. Maxim nudged me a bit to look at Meka PR :) Could you clarify how does it impact user/player experience when trying...

I'll leave open for now. Eventually when it becomes easier to make change to the codebase and add UI we can more easily add all kind of options to decide...