Example tweaks
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@@ -20,8 +20,7 @@ import static org.lwjgl.opengl.GL30.*;
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* It do support a backup of the current GL state before rendering and restoring of its initial state after.
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* But some specific state variables may be missed (all which are hidden under '#ifdef' macros in the original 'imgui_impl_opengl3.cpp' file).
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* <p>
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* By default this implementation uses shaders with 130 version of GLSL (OpenGL 3.0).
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* You can provide your own shaders into the {@link ImGuiImplGl3#init(CharSequence, CharSequence)} method.
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* This implementation uses shaders with 130 version of GLSL (OpenGL 3.0).
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*/
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@SuppressWarnings("MagicNumber")
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public final class ImGuiImplGl3 {
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@@ -61,23 +60,9 @@ public final class ImGuiImplGl3 {
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/**
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* This method SHOULD be called before calling of {@link ImGuiImplGl3#render(DrawData)} method.
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* By using this method shaders with 130 version of GLSL (OpenGL 3.0) will be used for render.
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*/
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public void init() {
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final CharSequence fragShaderSource = readFromResources("default.frag");
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final CharSequence vertShaderSource = readFromResources("default.vert");
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prepareShader(fragShaderSource, vertShaderSource);
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prepareFont();
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}
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/**
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* This method SHOULD be called before calling of {@link ImGuiImplGl3#render(DrawData)} method.
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*
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* @param fragShaderSource fragment shader to use for render
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* @param vertShaderSource vertex shader to use for render
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*/
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public void init(final CharSequence fragShaderSource, final CharSequence vertShaderSource) {
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prepareShader(fragShaderSource, vertShaderSource);
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prepareShader();
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prepareFont();
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}
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@@ -187,7 +172,10 @@ public final class ImGuiImplGl3 {
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glDeleteProgram(programId);
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}
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private void prepareShader(final CharSequence fragShaderSource, final CharSequence vertShaderSource) {
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private void prepareShader() {
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final CharSequence fragShaderSource = readFromResources("default.frag");
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final CharSequence vertShaderSource = readFromResources("default.vert");
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fragmentShaderId = loadAndCompileShader(GL_FRAGMENT_SHADER, fragShaderSource);
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vertexShaderId = loadAndCompileShader(GL_VERTEX_SHADER, vertShaderSource);
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