Texture references
Dear ImGui 1.92 reworked texture handling: the raw ImTextureID you used to
hand to image() is now an ImTextureRef. This tutorial shows the full
path for displaying your own image — decode a PNG, upload it to a GL
texture, and pass that texture through an ImTextureRef:
// 1. decode a PNG to RGBA pixels (dasStbImage)
var img : Image
img->load(path, 4)
// 2. upload to a GL texture
glGenTextures(1, safe_addr(g_tex))
glBindTexture(GL_TEXTURE_2D, g_tex)
glTexImage2D(GL_TEXTURE_2D, 0, int(GL_RGBA), img.width, img.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, unsafe(addr(img.bytes[0])))
// 3. wrap the GL texture name in an ImTextureRef
var ref : ImTextureRef
ref._TexID = uint64(g_tex)
// 4. draw it
image(TR_PIC, (user_texture_id = ref, size = float2(w, h), ...))
_TexID is the user slot of ImTextureRef (an ImTextureID == the GL
texture name here). With _TexData left null, the backend treats it as a
user-managed texture and binds the GL id directly — that is how you pass your
own texture in 1.92.
The demo loads one of the repo’s icon PNGs as a stand-in for an application
texture; point PICTURE_PATH at any image of your own.
Source: examples/tutorial/texture_ref.das.
Walkthrough
1options gen2
2
3require imgui
4require imgui_app
5require opengl/opengl_boost
6require live/glfw_live
7require live/live_api
8require live/live_commands
9require live/live_vars
10require live_host
11require imgui/imgui_live
12require imgui/imgui_boost_runtime
13require imgui/imgui_boost_v2
14require imgui/imgui_widgets_builtin
15require imgui/imgui_containers_builtin
16require imgui/imgui_visual_aids
17require stbimage/stbimage_boost
18require daslib/safe_addr
19
20// =============================================================================
21// TUTORIAL: texture_ref — display YOUR OWN texture via the imgui 1.92 ImTextureRef.
22//
23// 1.92 replaced the raw `ImTextureID` handle with `ImTextureRef`. To show a real
24// image (not the font atlas), the steps are:
25//
26// 1. decode a PNG to RGBA pixels — dasStbImage `Image::load(path, 4)`
27// 2. upload to a GL texture — glGenTextures + glTexImage2D
28// 3. wrap the GL handle — var ref : ImTextureRef; ref._TexID = handle
29// 4. draw it — image(IDENT, (user_texture_id = ref, ...))
30//
31// `_TexID` is the user slot of ImTextureRef (an ImTextureID == the GL texture name
32// here). With `_TexData` left null, the backend treats it as a user-managed texture
33// and binds the GL id directly — that is how you pass your own texture in 1.92.
34//
35// STANDALONE: daslang.exe modules/dasImgui/examples/tutorial/texture_ref.das
36// LIVE: daslang-live modules/dasImgui/examples/tutorial/texture_ref.das
37// =============================================================================
38
39// One of the repo's icon PNGs stands in for an application texture.
40let PICTURE_PATH = "{get_das_root()}/modules/dasImgui/doc/source/_static/icons/cube.png"
41
42var private g_tex : uint = 0u // GL texture name
43var private g_tex_w = 0
44var private g_tex_h = 0
45var private g_load_err = ""
46
47def private upload_picture() {
48 var img : Image
49 let (ok, err) = img->load(PICTURE_PATH, 4) // request 4 channels => RGBA
50 if (!ok) {
51 g_load_err = "load failed: {err}"
52 return
53 }
54 g_tex_w = img.width
55 g_tex_h = img.height
56 glGenTextures(1, safe_addr(g_tex))
57 glBindTexture(GL_TEXTURE_2D, g_tex)
58 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
59 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
60 glTexImage2D(GL_TEXTURE_2D, 0, int(GL_RGBA), img.width, img.height, 0,
61 GL_RGBA, GL_UNSIGNED_BYTE, unsafe(addr(img.bytes[0])))
62}
63
64// Build the 1.92 image() handle from the GL texture name. _TexID is the user
65// slot (ImTextureID == ImU64 == uint64 here); _TexData stays null, so the
66// backend binds the GL id directly as a user-managed texture.
67def private texture_ref() : ImTextureRef {
68 unsafe {
69 var ref : ImTextureRef
70 ref._TexID = uint64(g_tex)
71 return ref
72 }
73}
74
75[export]
76def init() {
77 live_create_window("dasImgui texture_ref tutorial", 820, 520)
78 live_imgui_init(live_window)
79 let io & = unsafe(GetIO())
80 GetStyle().FontScaleMain = 1.3
81 // GL context is live now — decode + upload the picture once.
82 upload_picture()
83}
84
85[export]
86def update() {
87 if (!live_begin_frame()) return
88 begin_frame()
89
90 ImGui_ImplGlfw_NewFrame()
91 apply_synth_io_override()
92 NewFrame()
93
94 SetNextWindowPos(ImVec2(40.0f, 40.0f), ImGuiCond.Always)
95 SetNextWindowSize(ImVec2(740.0f, 440.0f), ImGuiCond.Always)
96 window(TR_WIN, (text = "texture_ref", closable = false,
97 flags = ImGuiWindowFlags.None)) {
98 if (g_tex == 0u) {
99 text(TR_ERR, (text = "no texture: {g_load_err}"))
100 } else {
101 text("A real PNG, decoded + uploaded to a GL texture, shown through")
102 text("an ImTextureRef whose _TexID is the GL texture name.")
103 separator()
104
105 // Full image, then a tinted + bordered copy — same texture reused.
106 image(TR_PIC, (user_texture_id = texture_ref(),
107 size = float2(float(g_tex_w), float(g_tex_h)),
108 uv0 = float2(0.0f, 0.0f),
109 uv1 = float2(1.0f, 1.0f),
110 tint_col = float4(1.0f, 1.0f, 1.0f, 1.0f),
111 border_col = float4(0.6f, 0.6f, 0.6f, 1.0f)))
112 same_line(TR_GAP)
113 image(TR_TINT, (user_texture_id = texture_ref(),
114 size = float2(float(g_tex_w), float(g_tex_h)),
115 uv0 = float2(0.0f, 0.0f),
116 uv1 = float2(1.0f, 1.0f),
117 tint_col = float4(0.4f, 0.8f, 1.0f, 1.0f),
118 border_col = float4(1.0f, 1.0f, 1.0f, 1.0f)))
119 separator()
120 text("{g_tex_w}x{g_tex_h}. Swap PICTURE_PATH / _TexID for your own texture.")
121 }
122 }
123
124 end_of_frame()
125 Render()
126 var w, h : int
127 live_get_framebuffer_size(w, h)
128 glViewport(0, 0, w, h)
129 glClearColor(0.10f, 0.10f, 0.12f, 1.0f)
130 glClear(GL_COLOR_BUFFER_BIT)
131 live_imgui_render()
132
133 live_end_frame()
134}
135
136[export]
137def shutdown() {
138 if (g_tex != 0u) {
139 glDeleteTextures(1, safe_addr(g_tex))
140 }
141 live_imgui_shutdown()
142 live_destroy_window()
143}
144
145[export]
146def main() {
147 init()
148 while (!exit_requested()) {
149 update()
150 }
151 shutdown()
152}
Requires
stbimage/stbimage_boost for the PNG decode (the Image type and
Image::load), opengl/opengl_boost for the GL upload (already pulled in
by the live backend), and daslib/safe_addr for the texture-name address.
Behaviour
The picture is decoded + uploaded once in init (the GL context is live
after live_imgui_init), and the texture name is kept in a module global.
Each frame image() draws it twice through a freshly built ImTextureRef —
once plain, once tinted + bordered — to show the same texture reused while
tint_col / border_col vary per call. The texture is freed with
glDeleteTextures on shutdown.
Migration note
Pre-1.92 code passed an ImTextureID straight to image(). In 1.92 the
argument is an ImTextureRef; put your texture handle in ref._TexID (the
user slot) and leave ref._TexData null. The font atlas moved the same way:
io.Fonts.TexID → io.Fonts.TexRef (an ImTextureRef), gated on
io.Fonts.TexData != null.
See also
Full source: examples/tutorial/texture_ref.das
Related: tree_node_ex + image — image() against the font
atlas, alongside tree_node_ex.