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Examples: OpenGL2: Added (yet another) comment/instruction against using opengl2 with modern OpenGL. (#2297)
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@ -129,8 +129,14 @@ int main(int, char**)
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glViewport(0, 0, display_w, display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore current shader using the commented lines below.
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//GLint last_program;
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//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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//glUseProgram(0);
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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//glUseProgram(last_program);
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@ -102,7 +102,14 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
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// GLint last_program;
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// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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// glUseProgram(0);
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// ImGui_ImplOpenGL2_RenderDrawData(...);
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// glUseProgram(last_program)
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// Setup viewport, orthographic projection matrix
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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