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Proof of concept toucan integration #54
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Signed-off-by: Darby Johnston <darbyjohnston@yahoo.com>
Wow! That's really impressive! |
Thanks! Having the Raven timeline + image preview has been very helpful for troubleshooting. One downside is that imgui doesn't support texture loading, so there would need to be three different implementations for OpenGL, Metal, and Direct3D. |
@darbyjohnston Just noticed your note about texture loading ~ I've got ImGui texture loading in the bag if you ever want to have a go on that part. It can be done with very little code. |
@meshula Oh nice, how does that work? I closed this since I thought cross-platform texture loading might be too much effort. |
An ImTextureId is just a platform handle void casted under the hood :) It's complicated under Vulkan, but all the other targets are trivial. Minimally, you can just cast and use a texture as follows
Here's an example of displaying a texture inside ImGui on Metal, with a color correction shader in an imgui callback. I haven't included the shader, we can follow up on Slack if you like.
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Hi! I have been using raven to help me debug a new timeline render I am working on:
https://github.com/darbyjohnston/toucan
This is just a proof of concept, but I thought I would share the PR to see if there was interest in taking it further.
Note that toucan is a software renderer, so it's a bit slow compared to a playback application. However it still might be useful for previewing/inspecting frames in raven.
Here is a screenshot showing raven rendering frames from a timeline with toucan: