Examples: SDL+OpenGL3: Using glew like existing example + renaming (#356)
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# How to Build
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Link
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===
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OpenGL
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SDL2
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GLEW
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- On Windows with Visual Studio's CLI
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```
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set SDL2DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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```
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- On Linux and similar Unixes
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```
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c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -o sdl2example
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```
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- On Mac OS X
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```
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brew install sdl2
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c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -o sdl2example
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```
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// ImGui SDL2 binding with OpenGL3
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// https://github.com/ocornut/imgui
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
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IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
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IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window);
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IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();
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// ImGui SDL2 binding with OpenGL3
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// https://github.com/ocornut/imgui
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSdlOgl3_Init(SDL_Window *window);
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IMGUI_API void ImGui_ImplSdlOgl3_Shutdown();
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IMGUI_API void ImGui_ImplSdlOgl3_NewFrame(SDL_Window *window);
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IMGUI_API bool ImGui_ImplSdlOgl3_ProcessEvent(SDL_Event* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplSdlOgl3_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplSdlOgl3_CreateDeviceObjects();
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