omar

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Search for "Android" on github I believe there is (unsupported) example for it. > On 11 Aug 2016, at 15:15, sabotage3d [email protected] wrote: > > Hi guys I cannot find...

@kingofoz dear imgui is completely system agnostic and works everywhere. You just need to wire inputs and render textures triangles, which all Android devices are able to.

@ice1000 This is too old, has too many unrelated and unjustified files\*, and would need to be rewritten for the refactored examples. Essentially the core of it is just SDL...

People coming to this link in 2018: Note with the current examples/ infrastructure you should be able to use `imgui_impl_opengl3.cpp` directly. Minor patches may be welcome to support GL ES...

The Julia Fractal code is also unnecessary. It is best to model this as close as possible to the existing example (down to the filenames/commments)

First off, sincere apologies for not investigating this PR further when you made and updated it. Android being unknown territory for me doesn't help but shouldn't be an excuse, especially...

> It might be the best to change the ImVector size type to size_t to get rid of the warning(s). Signed integer overflows can be really dangerous, if conditions might...

> How about unsigned int instead of size_t? That still leads to lots of signed/unsigned casting in the code and in user's code, with higher warning settings that sort of...

> The C++ standard libraries are all using unsigned size types (AFAIK). Yes they do. It makes it really tedious to maintain 32+64 bits code with high level of warnings....

But both i and Size are 'int' I don't understand why they would need a cast at all. int < int is valid. That static-overflow warning wouldn't even apply here....