diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index 893dbf97..bfcae7cd 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -617,6 +617,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data) { // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp GLint last_program, last_texture; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 97a125d8..194a291f 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -44,9 +44,10 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Backup GL state + GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); + glActiveTexture(GL_TEXTURE0); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); @@ -68,7 +69,6 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); - glActiveTexture(GL_TEXTURE0); // Setup viewport, orthographic projection matrix glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); @@ -114,8 +114,8 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) // Restore modified GL state glUseProgram(last_program); - glActiveTexture(last_active_texture); glBindTexture(GL_TEXTURE_2D, last_texture); + glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index 9acbf881..8e3bad8d 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -38,9 +38,10 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Backup GL state + GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); + glActiveTexture(GL_TEXTURE0); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); @@ -62,9 +63,8 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); - glActiveTexture(GL_TEXTURE0); - // Setup orthographic projection matrix + // Setup viewport, orthographic projection matrix glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); const float ortho_projection[4][4] = { @@ -108,8 +108,8 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) // Restore modified GL state glUseProgram(last_program); - glActiveTexture(last_active_texture); glBindTexture(GL_TEXTURE_2D, last_texture); + glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);