So i was trying to implement my engine editor using Dear ImGui instead of the heavyweight widget toolkits wxWidgets or Qt, it's seems possible to do using HLMS simplificates a bit the material set up process but there's an little limitation.
My engine editor must load "different projects" which every project may has his own copy of HLMS shaders/materials, which involving to run the editor (without opening any project) must load the stock HLMS materials first and loading the project the HLMS and OGRE system must be shutdown and wait to cache the projects resources and load the project's HLMS shaders, this may be annoying for some people of my team.
So, i can load first ImGui before HLMS by using custom shaders and v1 low-level materials? OR inject native rendersystem API calls to render ImGui Vertex Buffers?, if both options are not possible i may return to the other widget toolkits and use ImGui as an in-game debug menu. Thanks.