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Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866, #2852)
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@ -84,6 +84,8 @@ Other Changes:
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- CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building
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SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling
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obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups]
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- Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable
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ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld]
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- Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult]
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- Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(),
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ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch).
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@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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@ -141,7 +142,7 @@ using namespace gl;
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#endif
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// OpenGL Data
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static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
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static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
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static GLuint g_FontTexture = 0;
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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@ -152,21 +153,21 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Query for GL version
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// Query for GL version (e.g. 320 for GL 3.2)
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#if !defined(IMGUI_IMPL_OPENGL_ES2)
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GLint major, minor;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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g_GlVersion = major * 1000 + minor;
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g_GlVersion = major * 100 + minor * 10;
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#else
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g_GlVersion = 2000; // GLES 2
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g_GlVersion = 200; // GLES 2
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#endif
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_GlVersion >= 3200)
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if (g_GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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@ -378,7 +379,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_GlVersion >= 3200)
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if (g_GlVersion >= 320)
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
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else
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#endif
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