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Examples: Viewport: Moved the "make current GL context" to reduce the amount of call and hopefully be more explicit about viewport enabled vs disabled requirements. (#1542)
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@ -140,9 +140,9 @@ int main(int, char**)
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{
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{
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ImGui::UpdatePlatformWindows();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(window);
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}
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}
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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@ -178,7 +178,6 @@ int main(int, char**)
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// Rendering
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// Rendering
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ImGui::Render();
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ImGui::Render();
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int display_w, display_h;
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int display_w, display_h;
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glfwMakeContextCurrent(window);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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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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@ -190,9 +189,9 @@ int main(int, char**)
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{
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{
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ImGui::UpdatePlatformWindows();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(window);
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}
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}
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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@ -32,6 +32,7 @@ int main(int, char**)
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SDL_GetCurrentDisplayMode(0, ¤t);
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SDL_GetCurrentDisplayMode(0, ¤t);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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// Setup Dear ImGui context
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@ -142,9 +143,9 @@ int main(int, char**)
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{
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{
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ImGui::UpdatePlatformWindows();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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ImGui::RenderPlatformWindowsDefault();
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SDL_GL_MakeCurrent(window, gl_context);
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}
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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SwapWindow(window);
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SDL_GL_SwapWindow(window);
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}
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}
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@ -56,6 +56,7 @@ int main(int, char**)
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SDL_GetCurrentDisplayMode(0, ¤t);
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SDL_GetCurrentDisplayMode(0, ¤t);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Initialize OpenGL loader
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// Initialize OpenGL loader
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@ -177,7 +178,6 @@ int main(int, char**)
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// Rendering
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// Rendering
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ImGui::Render();
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ImGui::Render();
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SDL_GL_MakeCurrent(window, gl_context);
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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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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@ -188,9 +188,9 @@ int main(int, char**)
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{
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{
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ImGui::UpdatePlatformWindows();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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ImGui::RenderPlatformWindowsDefault();
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SDL_GL_MakeCurrent(window, gl_context);
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}
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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SwapWindow(window);
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SDL_GL_SwapWindow(window);
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}
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}
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