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Back-ends: imgui_impl_opengl3.cpp + imgui_impl_sdl.cpp
Compiler: Visual Studio 2019 (MSVC)
Operating System: Windows 10 Home (1809)
My Issue/Question:
When setting windows opacity for an sdl window then the opacity is transferred through the imgui windows. I am using only the examples from the github examples folder
Result
The expected result is just the imgui windows to be opaque
NOTE
This issue is the sdl equivalent for #2764 but the solutions that have worked there do not work here. See the examples
Standalone, minimal, complete and verifiable example:
These are the options that i tried from the examples in the repository
… accross all backends. (#2693, #2764, #2766, #2873, #3447, #3813, #3816)
Some of the viewport ideas from #2766 are not in there yet (e.g. Vulkan: setting compositeAlpha based on cap.supportedCompositeAlpha)
Version: 1.73 (17300)
Branch: master
Back-end/Renderer/Compiler/OS
Back-ends: imgui_impl_opengl3.cpp + imgui_impl_sdl.cpp
Compiler: Visual Studio 2019 (MSVC)
Operating System: Windows 10 Home (1809)
My Issue/Question:
When setting windows opacity for an sdl window then the opacity is transferred through the imgui windows. I am using only the examples from the github examples folder
Result
The expected result is just the imgui windows to be opaque
NOTE
This issue is the sdl equivalent for #2764 but the solutions that have worked there do not work here. See the examples
Standalone, minimal, complete and verifiable example:
These are the options that i tried from the examples in the repository
All the variants from imgui_impl_opengl3.cpp
function ImGui_ImplOpenGL3_SetupRenderState
glEnable(GL_BLEND); //glBlendEquation(GL_FUNC_ADD); glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); //glBlendEquation(GL_FUNC_ADD); glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); //glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); //glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
In the main.cpp
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_SetWindowOpacity(window, 0.8f);
Any help with this issue is welcome.
Thank you.
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