Comments (8)
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:
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Using de indexed buffers instead, everything works fine.
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@factrick45 do you plan on publishing this LWJGL2 port?
(i apologize if this is completely irrelevant to the issue)
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@PF94
Probably not as a maven package, but I can upload the code under MIT.
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Hi. I think many people would be grateful, especially me, if you shared your implementation LWJGL2+OpenGL2 =)
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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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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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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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