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Examples: Viewport: Disabling swap intervals / vsync on secondary context to match what the DX11 bindings is doing. (#1542)
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@ -391,6 +391,11 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
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glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
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glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
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if (g_ClientApi == GlfwClientApi_OpenGL)
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{
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glfwMakeContextCurrent(data->Window);
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glfwSwapInterval(0);
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}
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}
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static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
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@ -369,7 +369,10 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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data->WindowOwned = true;
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if (use_opengl)
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{
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data->GLContext = SDL_GL_CreateContext(data->Window);
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SDL_GL_SetSwapInterval(0);
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}
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if (use_opengl && backup_context)
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SDL_GL_MakeCurrent(data->Window, backup_context);
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viewport->PlatformHandle = (void*)data->Window;
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