render to a framebuffer and use the color attachment's handle as the imgui texture handle
render to a framebuffer and use the color attachment's handle as the imgui texture handle




Box to place it in https://i.beyleyisnot.moe/0nff77I.png
Title in WindowOptions to something elseCharsDecimal flag will limit you to just 0-9 and . (and maybe _) which may be the source of the issue if you want text (which i would imagine you do for a console)IInputContextuint.MaxValue for the length2000, idk whyushort.MaxValue cast to uint might work though public TextureD3D11(Direct3D11Backend backend, uint width, uint height, TextureParameters parameters) {
backend.CheckThread();
this._backend = backend;
this._device = backend.GetDevice();
this._deviceContext = backend.GetDeviceContext();
Texture2DDescription textureDescription = new Texture2DDescription {
Width = (int) width,
Height = (int) height,
MipLevels = MipMapCount((int)width, (int)height),
ArraySize = 1,
Format = Format.R8G8B8A8_UNorm,
BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget,
Usage = ResourceUsage.Default,
MiscFlags = ResourceOptionFlags.GenerateMips,
SampleDescription = new SampleDescription {
Count = 1, Quality = 0
},
};
ID3D11Texture2D texture = this._device.CreateTexture2D(textureDescription);
ID3D11ShaderResourceView textureView = this._device.CreateShaderResourceView(texture);
this._texture = texture;
this.TextureView = textureView;
this.GenerateMips();
this._size = new Vector2(width, height);
}