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@ -33,6 +33,14 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Backup GL state
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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@ -58,14 +66,6 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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glEnable(GL_SCISSOR_TEST);
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glActiveTexture(GL_TEXTURE0);
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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const float ortho_projection[4][4] =
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