Examples: OpenGL3: Saving/restoring the Enable state, better than nothing (#347)
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@ -37,6 +37,10 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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@ -98,7 +102,10 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glBindVertexArray(last_vertex_array);
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glBindVertexArray(last_vertex_array);
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glDisable(GL_SCISSOR_TEST);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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}
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}
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static const char* ImGui_ImplGlfwGL3_GetClipboardText()
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static const char* ImGui_ImplGlfwGL3_GetClipboardText()
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