|
@@ -1,9 +1,9 @@
|
|
|
// ImGui GLFW binding with OpenGL
|
|
|
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
|
|
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
|
|
|
|
|
-// If your context is GL3/GL3 then prefer using the code in opengl3_example.
|
|
|
-// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
|
|
|
-// We cannot do that from GL2 code because the function doesn't exist.
|
|
|
+// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
|
|
|
+// See imgui_impl_glfw.cpp for details.
|
|
|
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|