From c4a66ef49c2bcef47a10e8aad0e3057a0a563f9f Mon Sep 17 00:00:00 2001 From: omar Date: Sat, 30 Oct 2021 17:41:16 +0200 Subject: [PATCH] Updated Image Loading and Displaying Examples (markdown) --- Image-Loading-and-Displaying-Examples.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Image-Loading-and-Displaying-Examples.md b/Image-Loading-and-Displaying-Examples.md index 3c83026..b9b22eb 100644 --- a/Image-Loading-and-Displaying-Examples.md +++ b/Image-Loading-and-Displaying-Examples.md @@ -52,7 +52,7 @@ filename = "../MyImage01.jpg"; // Load from parent folder From the FAQ: "How can I display an image? What is ImTextureID, how does it works?" Short explanation: -- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. +- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. Using `ImGui::GetBackgroundDrawList()` you may submit AddImage() calls that are not part of a specific ImGui window but displayed between your background contents and ImGui windows. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as a `ImTextureID` value (which is no other than a `void*`). - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). You can read documentations or tutorials on your graphics API to understand how to upload textures. Onward in this document you'll find examples.