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Viewport: Fixed SDL+OpenGL2 example to work with multi-viewports. (#2175)
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@ -135,6 +135,15 @@ int main(int, char**)
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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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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@ -3247,7 +3247,7 @@ void ImGui::NewFrame()
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{
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{
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if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
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if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
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{
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{
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IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()?");
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IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
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IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?");
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