diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 3bb11cf77..163b5db35 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -121,7 +121,7 @@ void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data) glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindSampler(0, 0); // Rely on combined texture/sampler state. + if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. // Recreate the VAO every time // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) @@ -169,7 +169,7 @@ void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data) // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); - glBindSampler(0, last_sampler); + if (glBindSampler) glBindSampler(0, last_sampler); glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index cb4389f5f..727914a78 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -119,7 +119,7 @@ void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data) glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindSampler(0, 0); // Rely on combined texture/sampler state. + if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. // Recreate the VAO every time // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) @@ -167,7 +167,7 @@ void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data) // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); - glBindSampler(0, last_sampler); + if (glBindSampler) glBindSampler(0, last_sampler); glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);