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@ -111,11 +111,17 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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int width, height;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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GLint last_texture, last_unpack_buffer;
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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if ((g_IsGLES && g_GlVersion >= 300) || (!g_IsGLES && g_GlVersion >= 210))
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{
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glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_unpack_buffer);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//#ifdef GL_UNPACK_ROW_LENGTH
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@ -129,6 +135,8 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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if ((g_IsGLES && g_GlVersion >= 300) || (!g_IsGLES && g_GlVersion >= 210))
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_unpack_buffer);
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return true;
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}
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