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@ -38,9 +38,10 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) |
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draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
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draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
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// Backup GL state
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// Backup GL state
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GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); |
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glActiveTexture(GL_TEXTURE0); |
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); |
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); |
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); |
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); |
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); |
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
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@ -62,9 +63,8 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_DEPTH_TEST); |
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glDisable(GL_DEPTH_TEST); |
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glEnable(GL_SCISSOR_TEST); |
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glEnable(GL_SCISSOR_TEST); |
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glActiveTexture(GL_TEXTURE0); |
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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)fb_width, (GLsizei)fb_height); |
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); |
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const float ortho_projection[4][4] = |
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const float ortho_projection[4][4] = |
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{ |
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{ |
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@ -108,8 +108,8 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) |
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// Restore modified GL state
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// Restore modified GL state
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glUseProgram(last_program); |
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glUseProgram(last_program); |
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glActiveTexture(last_active_texture); |
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glBindTexture(GL_TEXTURE_2D, last_texture); |
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glBindTexture(GL_TEXTURE_2D, last_texture); |
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glActiveTexture(last_active_texture); |
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glBindVertexArray(last_vertex_array); |
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glBindVertexArray(last_vertex_array); |
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); |
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