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Backends: OpenGL3: Embed our own minimal GL loader (amends). (#4445)
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@ -54,6 +54,7 @@ Breaking Changes:
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This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application.
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It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
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you can ignore SDL_MOUSEBUTTONDOWN that events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
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- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
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- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
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not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
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return value of ButtonBehavior() rather than (HoveredId == id).
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@ -119,6 +120,10 @@ Other Changes:
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- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
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- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
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about building on 32-bit systems. (#4225) [@kingofthebongo2008]
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- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
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Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
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initialize the same loader as the backend. [@rokups]
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Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
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- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
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- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
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- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
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@ -126,13 +131,11 @@ Other Changes:
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- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
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- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
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- Examples: DX12: Removed unecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
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- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups]
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- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
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Other OSX examples were not affected. (#4253, #1873) [@rokups]
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- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
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- Examples: SDL2: Accomodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
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- Examples: OpenGL3+GLFW/SDL: Added minimal OpenGL loader imgui_impl_opengl3_loader.h and use it in OpenGL3 backend.
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Support for using custom OpenGL loader in the backend is removed, IMGUI_IMPL_OPENGL_LOADER_XX (except ES2/ES3) are
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no longer used. [@rokups]
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-----------------------------------------------------------------------
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@ -117,21 +117,18 @@ GLFW (Mac) + Metal example. <BR>
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[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
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GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
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**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
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**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline). <BR>
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern OpenGL calls and custom shaders. <BR>
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This may actually also work with OpenGL 2.x contexts! <BR>
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
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source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
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from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
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[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
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GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
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@ -167,7 +164,6 @@ SDL2 (Mac) + Metal example. <BR>
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
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**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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@ -177,10 +173,7 @@ state, and might confuse your GPU driver. One star, not recommended.
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern OpenGL calls and custom shaders. <BR>
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
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source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
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from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
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This may actually also work with OpenGL 2.x contexts! <BR>
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[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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@ -391,7 +391,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
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- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
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- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
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- backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h
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- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
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- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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