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Binding openGL ES (any version) #1984
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Hello,
It would be beneficial however the ideal would be to have them work within the existing opengl CPP files, and most of it may already be done, see: https://github.com/ocornut/imgui/pulls?q=is%3Apr+is%3Aopen+label%3Aopengl I think #1941 may be right, your feedback on how to tackle this would be useful, and maybe you can check if the PR in #1941 works for you.? The tricky part is there is seemingly no standard to handle all the |
Yes sorry I've noticed that PR just now, I can confirm on our side that the proposed fix with
We've fixed it exactly like that before reading #1941 ;) I'm not sure about the "classic" opengl include maze but I think the ifndef is quite solid IE it won't break what's not already broken ;) The only thing about that ifndef is that it's just referring to a particular build pipeline and not a real API fix, IE we should have:
So maybe the correct solution is decoupling imgui_impl_opengl3.cpp but I understand that's a very big job for just 3 ifdefs so might not be worth it in the short run, surely in the long run though. Cheers, |
Master branch
GLFW OpenGL ES (any OS)
Back-ends: imgui_impl_opengl3.cpp + imgui_impl_glfw.cpp
OS: any
Compiler: any (currently using emscripten binding for webGL2.0 so clang 4.0+)
My Issue/Question:
First of all congrats, great lib!
I've noticed that in your binding examples there are a couple of native opengGL 2 and 3 which also supports opengl ES 2.0 and 3.0 currently:
Now the problem is that openGL ES currently don't have supports for GL_FILL_MODE and GL_POLYGON_MODE. So building imgui_impl_opengl3.cpp on a GL ES target will produce the following build errors:
Is this a known issue or would it be beneficial to provide a pure openGL ES binding in your example folder? I can prepare one and PR it if you need it.
Cheers,
Dado.
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