diff --git a/README.md b/README.md index 6da78cb3..fdf72460 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,6 @@ # 🖌 egui: an easy-to-use GUI in pure Rust +[github](https://github.com/emilk/egui) [![Latest version](https://img.shields.io/crates/v/egui.svg)](https://crates.io/crates/egui) [![Documentation](https://docs.rs/egui/badge.svg)](https://docs.rs/egui) [![unsafe forbidden](https://img.shields.io/badge/unsafe-forbidden-success.svg)](https://github.com/rust-secure-code/safety-dance/) @@ -318,7 +319,7 @@ On Linux and Mac, Firefox will copy the WebGL render target from GPU, to CPU and To alleviate the above mentioned performance issues the default max-width of an egui web app is 1024 points. You can change this by overriding the `fn max_size_points` of [`epi::App`](https://docs.rs/epi/latest/epi/trait.App.html). ### How do I render 3D stuff in an egui area? -egui can't do 3D graphics itself, but if you use a 3D library (e.g. [`glium`](https://github.com/glium/glium) using [`egui_glium`](https://github.com/emilk/egui/tree/master/egui_glium), or [`miniquad`](https://github.com/not-fl3/miniquad) using [`egui-miniquad`](https://github.com/not-fl3/egui-miniquad)) you can render your 3D content to a texture, then display it using [`ui.image(…)`](https://docs.rs/egui/latest/egui/struct.Ui.html#method.image). You first need to convert the native texture to an [`egui::TextureId`](https://docs.rs/egui/latest/egui/enum.TextureId.html), and how to do this depends on the integration you use (it's [`register_glium_texture`](https://docs.rs/egui_glium/latest/egui_glium/struct.Painter.html#method.register_glium_texture). +egui can't do 3D graphics itself, but if you use a 3D library (e.g. [`glium`](https://github.com/glium/glium) using [`egui_glium`](https://github.com/emilk/egui/tree/master/egui_glium), or [`miniquad`](https://github.com/not-fl3/miniquad) using [`egui-miniquad`](https://github.com/not-fl3/egui-miniquad)) you can render your 3D content to a texture, then display it using [`ui.image(…)`](https://docs.rs/egui/latest/egui/struct.Ui.html#method.image). You first need to convert the native texture to an [`egui::TextureId`](https://docs.rs/egui/latest/egui/enum.TextureId.html), and how to do this depends on the integration you use (e.g. [`register_glium_texture`](https://docs.rs/egui_glium/latest/egui_glium/struct.Painter.html#method.register_glium_texture)). There is an example for showing an image using eframe at . ## Other