diff options
author | rtk0c <[email protected]> | 2022-06-27 18:27:13 -0700 |
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committer | rtk0c <[email protected]> | 2022-06-27 18:27:13 -0700 |
commit | 8f0dda5eab181b0f14f2652b4e984aaaae3f258c (patch) | |
tree | 4b825dc642cb6eb9a060e54bf8d69288fbee4904 /3rdparty/imgui/backend/imgui_impl_opengl2.h | |
parent | fad6a88a13ab1f888ab25ad0aae19c1d63aa0623 (diff) |
Start from a clean slate
Diffstat (limited to '3rdparty/imgui/backend/imgui_impl_opengl2.h')
-rw-r--r-- | 3rdparty/imgui/backend/imgui_impl_opengl2.h | 32 |
1 files changed, 0 insertions, 32 deletions
diff --git a/3rdparty/imgui/backend/imgui_impl_opengl2.h b/3rdparty/imgui/backend/imgui_impl_opengl2.h deleted file mode 100644 index d00d27f..0000000 --- a/3rdparty/imgui/backend/imgui_impl_opengl2.h +++ /dev/null @@ -1,32 +0,0 @@ -// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) -// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) - -// Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** -// **Prefer using the code in imgui_impl_opengl3.cpp** -// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. -// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more -// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might -// confuse your GPU driver. -// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. - -#pragma once -#include "imgui.h" // IMGUI_IMPL_API - -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); - -// Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); |