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imgui/examples/imgui_impl_opengl3.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

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C

// ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features:
// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
// About GLSL version:
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
IMGUI_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = "#version 150");
IMGUI_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
IMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();