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| author | grm <grm@eyesin.space> | 2026-03-14 02:29:15 +0200 |
|---|---|---|
| committer | grm <grm@eyesin.space> | 2026-03-14 02:29:15 +0200 |
| commit | 650e5afde271d22b3653832daf339e1bd09a10d6 (patch) | |
| tree | cc5e536b0150de1109daa43a055547d2266e60dd /lib/imgui-1.90.7/backends/imgui_impl_opengl2.h | |
| parent | 20e64711ce2a09b657fb79d59cb824e9e34d2b07 (diff) | |
| download | cgame-650e5afde271d22b3653832daf339e1bd09a10d6.tar.gz cgame-650e5afde271d22b3653832daf339e1bd09a10d6.tar.bz2 cgame-650e5afde271d22b3653832daf339e1bd09a10d6.zip | |
Diffstat (limited to 'lib/imgui-1.90.7/backends/imgui_impl_opengl2.h')
| -rw-r--r-- | lib/imgui-1.90.7/backends/imgui_impl_opengl2.h | 38 |
1 files changed, 0 insertions, 38 deletions
diff --git a/lib/imgui-1.90.7/backends/imgui_impl_opengl2.h b/lib/imgui-1.90.7/backends/imgui_impl_opengl2.h deleted file mode 100644 index 9c756c7..0000000 --- a/lib/imgui-1.90.7/backends/imgui_impl_opengl2.h +++ /dev/null @@ -1,38 +0,0 @@ -// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) -// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) - -// Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// Learn about Dear ImGui: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// - Introduction, links and more at the top of 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. - -#pragma once -#include "imgui.h" // IMGUI_IMPL_API -#ifndef IMGUI_DISABLE - -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); - -// Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); - -#endif // #ifndef IMGUI_DISABLE |
