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@ -23,7 +23,7 @@ static GLuint g_FontTexture = 0; |
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; |
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; |
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; |
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static size_t g_VboMaxSize = 20000; |
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static size_t g_VboSize = 0; |
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@ -62,11 +62,10 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int |
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for (int n = 0; n < cmd_lists_count; n++) |
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total_vtx_count += cmd_lists[n]->vtx_buffer.size(); |
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); |
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if (neededBufferSize > g_VboMaxSize) |
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size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); |
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if (g_VboSize < needed_vtx_size) |
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{ |
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g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
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glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW); |
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glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); |
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} |
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// Copy and convert all vertices into a single contiguous buffer
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