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Examples: OpenGL2+GLFW/SDL: Added commented out glUseProgram(0) in main.cpp for visibility (#1116)

omar 8 years ago
parent
commit
166e8f6261

+ 1 - 1
examples/opengl2_example/imgui_impl_glfw.cpp

@@ -58,7 +58,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
     glEnableClientState(GL_COLOR_ARRAY);
     glEnable(GL_TEXTURE_2D);
-    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
+    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
 
     // Setup viewport, orthographic projection matrix
     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);

+ 1 - 0
examples/opengl2_example/main.cpp

@@ -77,6 +77,7 @@ int main(int, char**)
         glViewport(0, 0, display_w, display_h);
         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
         glClear(GL_COLOR_BUFFER_BIT);
+        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
         ImGui::Render();
         glfwSwapBuffers(window);
     }

+ 1 - 1
examples/sdl_opengl2_example/imgui_impl_sdl.cpp

@@ -49,7 +49,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
     glEnableClientState(GL_COLOR_ARRAY);
     glEnable(GL_TEXTURE_2D);
-    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
+    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
 
     // Setup viewport, orthographic projection matrix
     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);

+ 1 - 0
examples/sdl_opengl2_example/main.cpp

@@ -89,6 +89,7 @@ int main(int, char**)
         glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
         glClear(GL_COLOR_BUFFER_BIT);
+        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
         ImGui::Render();
         SDL_GL_SwapWindow(window);
     }