Closed njazz closed 5 years ago
Thanks for the contribution!
I do like more the way how things are split in the new glwf/opengl implementation.
The old opengl3/glfw bingings I had to tweak a bit to make it work with OpenGL 2.1 GLSL120. The reason was that I still wanted to use the programable pipeline, but compatible with OpenGL 2.1 / OpenGL ES 2.0.
This new implementation, despite saying ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
looks to be compatible with OpenGL 2.1
I'll test it with my hardware and merge if everything is Ok.
Unfortunatly, even nowdays there are devices with just OpenGL 2.1. Like MacBook Air with INTEL graphics.
I've tested this on as many devices I could, seems to work fine.
Unfortunately, even nowdays there are devices with just OpenGL 2.1. Like MacBook Air with INTEL graphics.
Turns out I was very wrong. With GLFW_OPENGL_FORWARD_COMPAT, my MacBook Air can do OpenGL 4.1. Without it, the highest supported version is 2.1. All this time I didn't know that it was capable of doing that.
Thanks!
Moved to the glfw-based implementation from newer imgui example
some more widgets added