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OpenGL example: made the render function save/restore OpenGL state properly-ish
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@ -34,6 +34,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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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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glDisable(GL_CULL_FACE);
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@ -51,9 +52,11 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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const float width = ImGui::GetIO().DisplaySize.x;
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const float height = ImGui::GetIO().DisplaySize.y;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Render command lists
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@ -74,10 +77,16 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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vtx_offset += pcmd->vtx_count;
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}
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}
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glDisable(GL_SCISSOR_TEST);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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// Restore modified state
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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}
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// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
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