Gallery: Post your screenshots / code here (PART 2)
This is Part 2, I am splitting issues to reduce loading times and avoid github collapsing messages.
Browse all threads and find latest one to post to using the gallery label.
Also see: Software using dear imgui (you can help complete the list!)
You can post your screenshots here!
Thanks for a second part, that was to much for my browser to handle.
This might be a bit underwhelming, but I used ImGui to make a transparent overlay for my Julia Fractal Renderer on Android.

[Here's the application itself](https://play.google. com/store/apps/details?id=org.innerproduct.lgl_sceneviewer)
The OpenGL code is borrowed from the OpenGL SuperBible's Julia fractal example. I think I may add some buttons as well.
I use dear imgui in a video mapping software, Splash.

As I'm not much of a GUI person, the usage is pretty basic. Although when I see some examples in this thread I wish I had more time to put in it!
Mini example in wiki of a helper to store values so you can plot them over time in 1 line. https://github.com/ocornut/imgui/wiki/plot_var_example
ImGui::PlotVar("Speed", current_speed);
Some pictures from Tearaway that I grabbed a while ago (late 2014) This is early in the PS4 port. Got the authorisation to release them.






Hi!
We are building a realtime 360 video stitcher for VR and using dear imgui for our gui :D

@JoNil Nice. Would you mind posting your colors in #184 for reference? Are you handling clipping of the left-aligned labels? I have a local stash to allow switch from widget-label to label-widget but the earlier has so many benefits for layout. (Laying out multiple widget on a same line, etc.)
Some more stuff from another game.
Showing some gauges, Render Targets, Profiler (seen before)

Memory Usage, Loaded resources, Assert configuration

A material editor
Particle stuff (seen before)
Quad-tree
this is our tool, a vfx editor.still working in progress.
thanks for your job @ocornut

I'm creating some sort of primitive infopanel/track timeline in ImGui. If anybody wants the code, here it is: http://pastebin.com/N1E5XR20
Updated my profiler

@citruslee it might be useful for me, thank you
@brucelane please do, but I think you need to alter it a bit. I might upload a more recent fixed version of it :)
We've integrated @nem0's docking implementation. Makes life easier, thanks @nem0!

@kylawl I am glad it's useful. Is your screenshot from some open source project?
@nem0 We're using ImGui and the docking for our game Lumote so It's unlikely the source for the game will be made open. We would like to open source some of the underlying tech but right now our focus is the game.
@kylawl this looks seriously cool
I am the editor programmer for Chrono-Drive, a student game at DigiPen that uses a custom engine. We use ImGui + ImWindow for our editor.

video link here. https://youtu.be/gFbh4wxZ6DE?t=2m3s www.chrono-drive.com
@jnboard007 nice, are you using some library for rendering or is it build from scratch too?
@nem0 we are using DirectX11 for rendering. Everything is from scratch except ImGui + ImWindow for the editor, CEGUI for in-game menu rendering and logic, luabridge lua bindings, and Havok Physics for rigidbody simulation.
@ocornut https://youtu.be/cHJGQf-6XCE
i did that kept for the algorithms on dsp.
It was written to use glut but i changed it to use SDL2 and your imgui
We have used ImGui to write our GPU Rendering & animation environment.

https://www.youtube.com/watch?v=211NzYhNSFQ
While this doesn't look like much I was feeling pretty accomplished and wanted to drop this here. I'm in the process of porting ImGUI to .NET and finally have something rendering to the screen. Currently using MonoGame as the rendering front end.

Fixed most the rendering issues, I'm still fighting with the look of fonts since I'm using FreeType2 instead of STB, I had to make some considerable changes there, everything else is pretty much a 1 to 1 port tho as of now. I may create a new issue if you don't mind to show the progress and then when its ready put a link to the GitHub repo.

@vd3d krys: looking very nice! On the bottom right the labels are displayed a little too high compared to the widgets on the right. There's a weirdly named function AlignFirstTextHeightToWidgets() you can use to fix that. Good luck with the kickstarter!
@xposure out of curiosity, why aren't you calling the c++ code from c# instead of "porting" it? confused by the idea of using freetype or porting any code tbh.
@xposure, FYI, a dual freetype2/stb effort w/ SDF can be located here https://github.com/tangrams/fontstash-es
@ocornut my own personal reason is to tear apart this code and see how the inner workings of a ImGui work, but there are a lot of people that wouldn't even take a 2nd look at c++/imgui because they can't easily change it. I'd probably just use ImGui bindings if it had everything I was looking for, but there are a lot of things I want to add myself in a language I enjoy programming in.
As for free type, I couldn't find a suitable stb true type binding for .net and already had experience using free type.
@r-lyeh I'll check it out, thanks.
Here is a little input-mapping proof of concept. Imgui made it so easy and fast to mock up.

And a little fun with progress bars showing input scaling

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 demo of the emscripten compiled version is here: http://floooh.github.io/virtualkc/