1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-30 18:34:34 +01:00
imgui/examples/imgui_impl_opengl2.h
omar 85f9694bd4 Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details.
ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
2018-06-08 19:37:33 +02:00

25 lines
1.4 KiB
C

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