Examples: OpenGL3: Trying to make the call to glBindSampler optional to make the example code easier to use/share with different context version. (#1806)

This commit is contained in:
omar 2018-05-14 17:47:22 +02:00
parent 78b28d545f
commit 19544629be
2 changed files with 4 additions and 4 deletions

View File

@ -121,7 +121,7 @@ void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
glUseProgram(g_ShaderHandle); glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0); glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindSampler(0, 0); // Rely on combined texture/sampler state. if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
// Recreate the VAO every time // Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
@ -169,7 +169,7 @@ void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
// Restore modified GL state // Restore modified GL state
glUseProgram(last_program); glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler); if (glBindSampler) glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture); glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);

View File

@ -119,7 +119,7 @@ void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
glUseProgram(g_ShaderHandle); glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0); glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindSampler(0, 0); // Rely on combined texture/sampler state. if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
// Recreate the VAO every time // Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
@ -167,7 +167,7 @@ void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
// Restore modified GL state // Restore modified GL state
glUseProgram(last_program); glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler); if (glBindSampler) glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture); glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);