* Give credit to recent big-time contributors in the main README.md
* Better named profiling scopes
* Document everything in memory.rs
* Better doc-strings
* Add a section about dependencies to the main README.md
* Improve egui_extras docs
* fix typos
Heavier dependencies are kept out of `egui`, even as opt-in.
No code that isn't fully Wasm-friendly is part of `egui`.
To load images into `egui` you can use the official [`egui_extras`](https://github.com/emilk/egui/tree/master/crates/egui_extras) crate.
[`eframe`](https://github.com/emilk/egui/tree/master/crates/eframe) on the other hand has a lot of dependencies, including [`winit`](https://crates.io/crates/winit), [`image`](https://crates.io/crates/image), graphics crates, clipboard crates, etc,
## Who is egui for?
egui aims to be the best choice when you want a simple way to create a GUI, or you want to add a GUI to a game engine.
@ -351,6 +366,9 @@ Notable contributions by:
* [@t18b219k](https://github.com/t18b219k): [Port glow painter to web](https://github.com/emilk/egui/pull/868).
This is a crate that adds some features on top top of [`egui`](https://github.com/emilk/egui). This crate is for experimental features, and features that require big dependencies that do not belong in `egui`.
## Images
One thing `egui_extras` is commonly used for is to install image loaders for `egui`:
```toml
egui_extras = { version = "*", features = ["all_loaders"] }
image = { version = "0.24", features = ["jpeg", "png"] }