Editor entity reparenting.
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@@ -105,7 +105,7 @@ void ImGuiRenderPass::Draw()
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if (pcmd->UserCallback) {
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pcmd->UserCallback(cmd_list, pcmd);
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} else {
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glBindTexture(GL_TEXTURE_2D, (GLuint)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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}
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@@ -190,7 +190,7 @@ bool ImGuiRenderPass::createDeviceObjects()
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
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"}\n";
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const GLchar* fragment_shader =
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@@ -201,7 +201,7 @@ bool ImGuiRenderPass::createDeviceObjects()
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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g_ShaderHandle = glCreateProgram();
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@@ -271,7 +271,7 @@ bool ImGuiRenderPass::createFontsTexture()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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io.Fonts->TexID = (void*)g_FontTexture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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