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Examples: Apple: Tweak code and sync with other examples better (untested).
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@@ -294,35 +294,33 @@ GLfloat gCubeVertexData[216] =
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- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
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{
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// Start the dear imgui frame
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[self.imgui newFrame];
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// Create some UI elements
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DebugHUD_DoInterface( &_hud );
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// Render
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glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindVertexArrayOES(_vertexArray);
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// Render the object with GLKit
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[self.effect prepareToDraw];
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Render the object again with ES2
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glUseProgram(_program);
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glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
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glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
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glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
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glDrawArrays(GL_TRIANGLES, 0, 36);
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[self.imgui newFrame];
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// Now do our ImGUI UI
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DebugHUD_DoInterface( &_hud );
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self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
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// Now render Imgui
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// Render dear imgui as the last thing in the frame if possible
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[self.imgui render];
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}
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#pragma mark - OpenGL ES 2 shader compilation
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