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			22 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			22 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| // ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
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| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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| 
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| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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| // **Prefer using the code in imgui_impl_opengl3.cpp**
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| // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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| // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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| // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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| // confuse your GPU driver. 
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| // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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| 
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| IMGUI_API bool  ImGui_ImplOpenGL2_Init();
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| IMGUI_API void  ImGui_ImplOpenGL2_Shutdown();
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| IMGUI_API void  ImGui_ImplOpenGL2_NewFrame();
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| IMGUI_API void  ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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| 
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| // Called by Init/NewFrame/Shutdown
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| IMGUI_API bool  ImGui_ImplOpenGL2_CreateFontsTexture();
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| IMGUI_API void  ImGui_ImplOpenGL2_DestroyFontsTexture();
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| IMGUI_API bool  ImGui_ImplOpenGL2_CreateDeviceObjects();
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| IMGUI_API void  ImGui_ImplOpenGL2_DestroyDeviceObjects();
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