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Reset gl state after drawing UI in drawUI
This commit is contained in:
19
main.go
19
main.go
@ -355,8 +355,9 @@ func runGameLogic() {
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func draw() {
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simpleMat.Bind()
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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simpleMat.Bind()
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cubeMesh.BufObj.Bind()
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tempModelMat := modelMat.Clone()
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@ -373,13 +374,8 @@ func draw() {
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cubeMesh.BufObj.UnBind()
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drawUI()
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window.SDLWin.GLSwap()
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//Reset imgui changes before next draw
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gl.Disable(gl.SCISSOR_TEST)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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window.SDLWin.GLSwap()
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}
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func drawUI() {
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@ -455,7 +451,6 @@ func drawUI() {
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} else {
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gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
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// gl.BindTexture(gl.TEXTURE_2D, uint32(cmd.TextureID()))
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clipRect := cmd.ClipRect()
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gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
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@ -464,7 +459,9 @@ func drawUI() {
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}
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}
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gl.BindVertexArray(imguiInfo.vaoID)
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gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
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//Reset gl state
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gl.Disable(gl.BLEND)
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gl.Disable(gl.SCISSOR_TEST)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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}
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