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https://github.com/Drezil/imgui.git
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@ -13,10 +13,10 @@
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
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@ -72,7 +72,7 @@ void ImGui_ImplOpenGL2_NewFrame()
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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void ImGui_ImplOpenGL2_RenderDrawData(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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@ -88,7 +88,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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