Geistyp
Geistyp
Use vertex attribute and render with ofShader. https://github.com/Geistyp/ofxFontStash/blob/iOS-ProgrammableRender/libs/fontstash/src/fontstash.c ``` c++ static void flush_draw(struct sth_stash* stash) { static ofShader sth_shader; if ( !sth_shader.isLoaded() ){ #define STRINGIFY(A) #A string vertexment = STRINGIFY(...
_sth_create, _sth_add_font, _sth_begin_draw, _sth_draw_text, _sth_dim_text, _sth_delete unresolved external symbol. comment extern will solve this problem ``` c++ //extern "C" { #include "fontstash.h" //} ```
README.md is like this, but not work for me ``` c++ void ofApp::setup() { m_ui.setup(); ImGuiIO * io = &ImGui::GetIO(); io->Fonts->AddFontFromFileTTF(&ofToDataPath("NotoSans.ttf")[0], 24.f); } ``` Font texture create in setup()->createDeviceObjects() ```...
according to https://github.com/ocornut/imgui/blob/master/examples/opengl3_example/imgui_impl_glfw_gl3.cpp we should use **glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback)** to **AddInputCharacter()** since like ofKeyEventArgs.codepoint is not the right unicode char, maybe this is a oF core bug. so I comment all...
right now, just txt2img support controlnet input