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Examples: Organized header files to make available features more visible.
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// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the sdl_opengl3_example/ folder**
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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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@ -1,7 +1,9 @@
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// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the sdl_opengl3_example/ folder**
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// See imgui_impl_sdl.cpp for details.
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