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@@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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+// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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@@ -164,7 +165,7 @@ void ImGui_ImplOpenGL3_Shutdown()
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void ImGui_ImplOpenGL3_NewFrame()
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{
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- if (!g_FontTexture)
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+ if (!g_ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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}
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@@ -613,20 +614,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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- if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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- if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
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- g_VboHandle = g_ElementsHandle = 0;
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-
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- if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
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- if (g_VertHandle) glDeleteShader(g_VertHandle);
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- g_VertHandle = 0;
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-
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- if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
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- if (g_FragHandle) glDeleteShader(g_FragHandle);
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- g_FragHandle = 0;
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-
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- if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
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- g_ShaderHandle = 0;
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+ if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
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+ if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
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+ if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
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+ if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
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+ if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
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+ if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
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+ if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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