LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: Peter M Ashford on December 29, 2019, 09:31:09

Title: Recomendations for debug GUI?
Post by: Peter M Ashford on December 29, 2019, 09:31:09
I wondered if anyone had any suggestions for making a quick and dirty debug GUI layer for LWJGL3?  Something like Gizmos in Unity where you could render lines, maybe points over top of your rendered image? 

Cheers!
Title: Re: Recomendations for debug GUI?
Post by: KaiHH on December 29, 2019, 17:02:07
Since LWJGL 3 is not a rendering engine but (merely) Java bindings to low-level libraries like OpenGL, Vulkan, etc., any such solution will obviously depend on your own layers of abstraction in your own application/engine. You can of course simply render a line with OpenGL or Vulkan in many different ways (targeting different versions of OpenGL or Vulkan).
Title: Re: Recomendations for debug GUI?
Post by: kappa on December 30, 2019, 14:03:35
Just use the LWJGL3 bindings (https://github.com/LWJGL/lwjgl3) for Nuklear (https://github.com/vurtun/nuklear) or NanoVG (https://github.com/memononen/nanovg).