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factrick45 avatar factrick45 commented on June 3, 2024

I have found the cause of this issue using apitrace. getCmdListVtxBufferData() and getCmdListIdxBufferData() are overwriting each other. So, when the former is called first, then the latter, the first 136 components of vertex data will actually be the indices. When I swap these two lines of code, I get this instead:
a

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factrick45 avatar factrick45 commented on June 3, 2024

Using de indexed buffers instead, everything works fine.

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PF94 avatar PF94 commented on June 3, 2024

@factrick45 do you plan on publishing this LWJGL2 port?

(i apologize if this is completely irrelevant to the issue)

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factrick45 avatar factrick45 commented on June 3, 2024

@PF94
Probably not as a maven package, but I can upload the code under MIT.

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 avatar commented on June 3, 2024

@factrick45

Hi. I think many people would be grateful, especially me, if you shared your implementation LWJGL2+OpenGL2 =)

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factrick45 avatar factrick45 commented on June 3, 2024

I've uploaded the classes here. You should be able to paste them into your project and use them similarly to the LWJGL3 versions. You just need to call the onMouse and onKey methods when your program polls inputs.

https://github.com/factrick45/imgui-lwjgl2

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iocmet avatar iocmet commented on June 3, 2024

Hi, it looks like you used it for minecraft, where you renders it? when you not in world game limits loop to 30 calls per second so imgui is "laggy"

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factrick45 avatar factrick45 commented on June 3, 2024

The issue can be completely mitigated by copying the ByteBuffer before making the second call, but this is still confusing and seems to be different behavior from C++.

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