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Examples: Comments about GLSL version not being the same as GL context version. (#1828)
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@ -360,7 +360,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const
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g_Window = window;
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g_Time = 0.0;
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// Store GL version string so we can refer to it later in case we recreate shaders.
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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if (glsl_version == NULL)
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glsl_version = "#version 150";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
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@ -11,6 +11,10 @@
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// About GLSL version:
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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struct GLFWwindow;
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IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version = NULL);
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@ -358,7 +358,7 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
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bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
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{
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// Store GL version string so we can refer to it later in case we recreate shaders.
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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if (glsl_version == NULL)
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glsl_version = "#version 150";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
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@ -12,6 +12,10 @@
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// About GLSL version:
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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