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Examples: OpenGL3+SDL: Fix types to uses GlEnum (#1147)

omar 8 years ago
parent
commit
b4fe5d36a4

+ 2 - 2
examples/opengl3_example/imgui_impl_glfw_gl3.cpp

@@ -51,14 +51,14 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
-    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
-    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);

+ 7 - 7
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp

@@ -38,21 +38,21 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
 
     // Backup GL state
-    GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
+    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
     glActiveTexture(GL_TEXTURE0);
     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
-    GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
-    GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
-    GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
-    GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
-    GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
-    GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
+    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
+    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
+    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
+    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
+    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);