diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 28e321b7..232757d2 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -24,7 +24,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static int g_VboSize = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: @@ -61,7 +61,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); + const ImDrawIdx* idx_buffer_offset = 0; glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert); @@ -78,6 +78,9 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); glUnmapBuffer(GL_ARRAY_BUFFER); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); + for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) { if (pcmd->UserCallback) @@ -88,15 +91,16 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) { glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset); } - idx_buffer += pcmd->ElemCount; + idx_buffer_offset += pcmd->ElemCount; } } // Restore modified state glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glUseProgram(last_program); glDisable(GL_SCISSOR_TEST); glBindTexture(GL_TEXTURE_2D, last_texture); @@ -212,6 +216,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); glGenVertexArrays(1, &g_VaoHandle); glBindVertexArray(g_VaoHandle); @@ -280,6 +285,8 @@ void ImGui_ImplGlfwGL3_Shutdown() { if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_ElementsHandle = 0; g_VaoHandle = 0; g_VboHandle = 0;