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Examples: OpenGL2/3: Save/setup/restore viewport as part of render function. Update SDL example to match GL2 one. (fix #392)
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@ -43,6 +43,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
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GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
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GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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@ -62,7 +63,8 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Setup orthographic projection matrix
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
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const float ortho_projection[4][4] =
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{
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{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
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@ -114,6 +116,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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}
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static const char* ImGui_ImplGlfwGL3_GetClipboardText()
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