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authorrtk0c <[email protected]>2022-05-08 11:18:13 -0700
committerrtk0c <[email protected]>2022-05-08 11:18:13 -0700
commitec1b60f8d87b30bbd3c56345d9cc693205aa0d4d (patch)
tree816d852690816178a56a8651a6a1d39d73e21212 /3rdparty/imgui/source/backends/imgui_impl_opengl3.h
parentcb4f56fc221d89b6f237ad0e9fdab7fc23e3e877 (diff)
Changeset: 32 Branch comment: [] Update imgui to the docking branchimgui-docking
Diffstat (limited to '3rdparty/imgui/source/backends/imgui_impl_opengl3.h')
-rw-r--r--3rdparty/imgui/source/backends/imgui_impl_opengl3.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/3rdparty/imgui/source/backends/imgui_impl_opengl3.h b/3rdparty/imgui/source/backends/imgui_impl_opengl3.h
index 98c9aca..e7f652f 100644
--- a/3rdparty/imgui/source/backends/imgui_impl_opengl3.h
+++ b/3rdparty/imgui/source/backends/imgui_impl_opengl3.h
@@ -5,6 +5,7 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -46,7 +47,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
-#elif defined(__EMSCRIPTEN__)
+#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.