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Backends: OpenGL3: reset GL_POLYGON_MODE separately for front and back when possible. (#6333)
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@ -613,8 +613,24 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#endif
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#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
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#if defined(GL_FRONT) && defined(GL_BACK) // possibly Desktop OpenGL 3.0, 3.1 or 3.2+ compatibility profile
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#ifdef GL_CONTEXT_PROFILE_MASK // Desktop OpenGL 3.2+
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GLint profile_mask;
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profile_mask);
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if (profile_mask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT)
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#else
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if (bd->GlVersion <= 310)
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#endif
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{
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glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
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glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
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}
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else
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#endif // GL_FRONT & GL_BACK
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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#endif // IMGUI_IMPL_HAS_POLYGON_MODE
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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(void)bd; // Not all compilation paths use this
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