diff --git a/Navmesher.sln b/Navmesher.sln
index de745f2..aebe06f 100644
--- a/Navmesher.sln
+++ b/Navmesher.sln
@@ -18,6 +18,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SizedBuffer", "SizedBuffer\
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "imgui\examples\example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Navmesher", "Navmesher\Navmesher.vcxproj", "{036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Itanium = Debug|Itanium
@@ -121,6 +123,24 @@ Global
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.ReleaseWithoutAsm|x64.Build.0 = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.ReleaseWithoutAsm|x86.ActiveCfg = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.ReleaseWithoutAsm|x86.Build.0 = Release|Win32
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|Itanium.ActiveCfg = Debug|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|Itanium.Build.0 = Debug|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|x64.ActiveCfg = Debug|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|x64.Build.0 = Debug|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|x86.ActiveCfg = Debug|Win32
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|x86.Build.0 = Debug|Win32
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|Itanium.ActiveCfg = Release|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|Itanium.Build.0 = Release|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|x64.ActiveCfg = Release|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|x64.Build.0 = Release|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|x86.ActiveCfg = Release|Win32
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|x86.Build.0 = Release|Win32
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|Itanium.ActiveCfg = Release|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|Itanium.Build.0 = Release|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|x64.ActiveCfg = Release|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|x64.Build.0 = Release|x64
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|x86.ActiveCfg = Release|Win32
+ {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
diff --git a/Navmesher/Navmesher.vcxproj b/Navmesher/Navmesher.vcxproj
new file mode 100644
index 0000000..3f97a8e
--- /dev/null
+++ b/Navmesher/Navmesher.vcxproj
@@ -0,0 +1,165 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Release
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ x64
+
+
+
+ 16.0
+ Win32Proj
+ {036d6c81-1e1c-4ade-a48a-f1ddaf9286a1}
+ Navmesher
+ 10.0
+
+
+
+ Application
+ true
+ v143
+ Unicode
+
+
+ Application
+ false
+ v143
+ true
+ Unicode
+
+
+ Application
+ true
+ v143
+ Unicode
+
+
+ Application
+ false
+ v143
+ true
+ Unicode
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level3
+ true
+ WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ true
+
+
+ Windows
+ true
+
+
+
+
+ Level3
+ true
+ true
+ true
+ WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ true
+
+
+ Windows
+ true
+ true
+ true
+
+
+
+
+ EnableAllWarnings
+ true
+ _DEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ true
+ ..\imgui\backends;..\glfw\include;..\imgui;%(AdditionalIncludeDirectories)
+
+
+ Console
+ true
+ ..\glfw\build\src\Debug;%(AdditionalLibraryDirectories)
+ msvcrt.lib
+
+
+ opengl32.lib;glfw3.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)
+
+
+
+
+ Level3
+ true
+ true
+ true
+ NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ true
+ ..\imgui\backends;..\glfw\include;..\imgui;%(AdditionalIncludeDirectories)
+
+
+ Windows
+ true
+ true
+ true
+ ..\glfw\build\src\Release;%(AdditionalLibraryDirectories)
+ opengl32.lib;glfw3.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)
+
+
+ mainCRTStartup
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Navmesher/Navmesher.vcxproj.filters b/Navmesher/Navmesher.vcxproj.filters
new file mode 100644
index 0000000..6d47d0c
--- /dev/null
+++ b/Navmesher/Navmesher.vcxproj.filters
@@ -0,0 +1,71 @@
+
+
+
+
+ {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
+ cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx
+
+
+ {93995380-89BD-4b04-88EB-625FBE52EBFB}
+ h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd
+
+
+ {67DA6AB6-F800-4c08-8B7A-83BB121AAD01}
+ rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms
+
+
+ {e93560d6-5678-4cf7-a5e0-7d56705806fe}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ Source Files
+
+
+ Source Files
+
+
+ Source Files
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ Source Files
+
+
+ Source Files
+
+
+ Source Files
+
+
+
+
+ Source Files
+
+
+
\ No newline at end of file
diff --git a/Navmesher/imgui.ini b/Navmesher/imgui.ini
new file mode 100644
index 0000000..07dd1cb
--- /dev/null
+++ b/Navmesher/imgui.ini
@@ -0,0 +1,18 @@
+[Window][Debug##Default]
+Pos=60,60
+Size=400,400
+Collapsed=0
+
+[Window][Hello, world!]
+Pos=73,108
+Size=339,180
+Collapsed=0
+
+[Window][Dear ImGui Demo]
+ViewportPos=2016,706
+ViewportId=0xE927CF2F
+Size=550,680
+Collapsed=0
+
+[Docking][Data]
+
diff --git a/Navmesher/main.cpp b/Navmesher/main.cpp
new file mode 100644
index 0000000..6c41533
--- /dev/null
+++ b/Navmesher/main.cpp
@@ -0,0 +1,195 @@
+// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl3.h"
+#include
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include
+#endif
+#include // Will drag system OpenGL headers
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
+static void glfw_error_callback(int error, const char *description)
+{
+ fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+}
+
+int main(int, char **)
+{
+ // Setup window
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ // GL ES 2.0 + GLSL 100
+ const char *glsl_version = "#version 100";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+#elif defined(__APPLE__)
+ // GL 3.2 + GLSL 150
+ const char *glsl_version = "#version 150";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
+#else
+ // GL 3.0 + GLSL 130
+ const char *glsl_version = "#version 130";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
+ //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
+#endif
+
+ // Create window with graphics context
+ GLFWwindow *window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
+ if (window == NULL)
+ return 1;
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO &io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+ io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
+ io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
+ //io.ConfigViewportsNoAutoMerge = true;
+ //io.ConfigViewportsNoTaskBarIcon = true;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+ ImGuiStyle &style = ImGui::GetStyle();
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ style.WindowRounding = 0.0f;
+ style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+ }
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+ ImGui_ImplOpenGL3_Init(glsl_version);
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float *)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ int display_w, display_h;
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ glViewport(0, 0, display_w, display_h);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+ // Update and Render additional Platform Windows
+ // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+ // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ GLFWwindow *backup_current_context = glfwGetCurrentContext();
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ glfwMakeContextCurrent(backup_current_context);
+ }
+
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
\ No newline at end of file