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	Merge branch 'master' into viewport
# Conflicts: # examples/opengl2_example/imgui_impl_glfw_gl2.cpp # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h # examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
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		| @@ -10,6 +10,7 @@ | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. | ||||
| //  2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by draw_data->DisplayPos (which will be non-zero for multi-viewport applications). | ||||
| //  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. | ||||
| //  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. | ||||
| //  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". | ||||
| //  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. | ||||
| @@ -44,7 +45,7 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); | ||||
| // Functions | ||||
| bool    ImGui_ImplOpenGL3_Init(const char* glsl_version) | ||||
| { | ||||
|     // Store GL version string so we can refer to it later in case we recreate shaders. | ||||
|     // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. | ||||
|     if (glsl_version == NULL) | ||||
|         glsl_version = "#version 150"; | ||||
|     IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion)); | ||||
| @@ -91,7 +92,6 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) | ||||
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
|     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); | ||||
|     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
|     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); | ||||
|     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
|     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); | ||||
|     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | ||||
| @@ -194,7 +194,6 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) | ||||
|     glActiveTexture(last_active_texture); | ||||
|     glBindVertexArray(last_vertex_array); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | ||||
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); | ||||
|     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); | ||||
|     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); | ||||
|     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); | ||||
|   | ||||
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