@ -51,12 +51,14 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
GLint last_array_buffer ; glGetIntegerv ( GL_ARRAY_BUFFER_BINDING , & last_array_buffer ) ;
GLint last_element_array_buffer ; glGetIntegerv ( GL_ELEMENT_ARRAY_BUFFER_BINDING , & last_element_array_buffer ) ;
GLint last_vertex_array ; glGetIntegerv ( GL_VERTEX_ARRAY_BINDING , & last_vertex_array ) ;
GLint last_blend_src ; glGetIntegerv ( GL_BLEND_SRC , & last_blend_src ) ;
GLint last_blend_dst ; glGetIntegerv ( GL_BLEND_DST , & last_blend_dst ) ;
GLint last_blend_src_rgb ; glGetIntegerv ( GL_BLEND_SRC_RGB , & last_blend_src_rgb ) ;
GLint last_blend_dst_rgb ; glGetIntegerv ( GL_BLEND_DST_RGB , & last_blend_dst_rgb ) ;
GLint last_blend_src_alpha ; glGetIntegerv ( GL_BLEND_SRC_ALPHA , & last_blend_src_alpha ) ;
GLint last_blend_dst_alpha ; glGetIntegerv ( GL_BLEND_DST_ALPHA , & last_blend_dst_alpha ) ;
GLint last_blend_equation_rgb ; glGetIntegerv ( GL_BLEND_EQUATION_RGB , & last_blend_equation_rgb ) ;
GLint last_blend_equation_alpha ; glGetIntegerv ( GL_BLEND_EQUATION_ALPHA , & last_blend_equation_alpha ) ;
GLint last_viewport [ 4 ] ; glGetIntegerv ( GL_VIEWPORT , last_viewport ) ;
GLint last_scissor_box [ 4 ] ; glGetIntegerv ( GL_SCISSOR_BOX , last_scissor_box ) ;
GLint last_scissor_box [ 4 ] ; glGetIntegerv ( GL_SCISSOR_BOX , last_scissor_box ) ;
GLboolean last_enable_blend = glIsEnabled ( GL_BLEND ) ;
GLboolean last_enable_cull_face = glIsEnabled ( GL_CULL_FACE ) ;
GLboolean last_enable_depth_test = glIsEnabled ( GL_DEPTH_TEST ) ;
@ -120,7 +122,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , last_element_array_buffer ) ;
glBlendEquationSeparate ( last_blend_equation_rgb , last_blend_equation_alpha ) ;
glBlendFunc ( last_blend_src , last_blend_dst ) ;
glBlendFunc Separate ( last_blend_src _rgb , last_blend_dst _rgb, last_blend_src_alpha , last_blend_dst_alpha ) ;
if ( last_enable_blend ) glEnable ( GL_BLEND ) ; else glDisable ( GL_BLEND ) ;
if ( last_enable_cull_face ) glEnable ( GL_CULL_FACE ) ; else glDisable ( GL_CULL_FACE ) ;
if ( last_enable_depth_test ) glEnable ( GL_DEPTH_TEST ) ; else glDisable ( GL_DEPTH_TEST ) ;