diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 1cd2faf00..b7f225ead 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -23,7 +23,7 @@ static GLuint g_FontTexture = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static size_t g_VboMaxSize = 20000; +static size_t g_VboSize = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) @@ -62,11 +62,10 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int for (int n = 0; n < cmd_lists_count; n++) total_vtx_count += cmd_lists[n]->vtx_buffer.size(); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); - if (neededBufferSize > g_VboMaxSize) + size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); + if (g_VboSize < needed_vtx_size) { - g_VboMaxSize = neededBufferSize + 5000; // Grow buffer - glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW); + glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); } // Copy and convert all vertices into a single contiguous buffer