diff --git a/examples/opengl2_example/imgui_impl_glfw.cpp b/examples/opengl2_example/imgui_impl_glfw.cpp index a1129d48..624085fd 100644 --- a/examples/opengl2_example/imgui_impl_glfw.cpp +++ b/examples/opengl2_example/imgui_impl_glfw.cpp @@ -31,9 +31,9 @@ static float g_MouseWheel = 0.0f; static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) +// 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. +// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -116,12 +116,12 @@ void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } -static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) { return glfwGetClipboardString((GLFWwindow*)user_data); } -static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) { glfwSetClipboardString((GLFWwindow*)user_data, text); } @@ -221,8 +221,8 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. - io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; io.ClipboardUserData = g_Window; #ifdef _WIN32 io.ImeWindowHandle = glfwGetWin32Window(g_Window); diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp index 784d90ae..78ce4035 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl.cpp @@ -22,8 +22,8 @@ static float g_MouseWheel = 0.0f; static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +// 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. +// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)