|
@@ -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);
|