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I have never tried it, but my guess is that vsgImGui::Texture could be used with a bit of grafting. The vsgImGui::Texture constructor is written to handle use of vsg::Data to enable images to be easily assigned, but in the render to texture case you'd need to create a vsgImGui::Texture without any data and just set the Texture::descriptorSet member directly yourself. The vsgrendertexture example illustrates how you can render to a vsg::Framebuffer then create a DescriptorSet that uses the associated Image/ImageView to enable rendering with this texture in the final 3d window. In ImGui case you'd assign the DescriptorSet to the vsgImGui::Texture::descriptorSet member, then follow the vsgimgui's example code that uses vsgImGui::Texture. As others might also want to try this in the future, and getting it to work might be a bit tricky what might be useful would be for you to create a new example for vsgExample that does what you want, but if it falls short then others in the community could review the code and make suggestions on how to fix it, then we could merge this new example so we could help future users. |
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Hello,
Thanks for the great work so far. I am following the offscreen rendering example (rendertotexture) in order to display the rendered scene onto an imgui window, but it seems that I cannot get it to work. Are there any suggestions on how to get a descriptor set from the offscreen frame buffer attachments?
Thanks for your time!
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