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Fixed typos. (#7593)
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@@ -844,7 +844,7 @@ Breaking changes:
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- ListBoxFooter() -> use EndListBox()
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- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
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- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
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in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
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in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
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- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
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It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
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@@ -1407,7 +1407,7 @@ Other Changes:
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- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
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- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
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- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
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- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
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- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
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- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
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@@ -2180,7 +2180,7 @@ Other Changes:
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alpha compositing and transparent windows. (#2766, #3447 etc.).
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- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
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preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
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accross all backends), facilitating compositing of the output buffer with another buffer.
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across all backends), facilitating compositing of the output buffer with another buffer.
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(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
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- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
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- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
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@@ -126,7 +126,7 @@ state, and might confuse your GPU driver. One star, not recommended.
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders.<BR>
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This support building with Emscripten and targetting WebGL.<BR>
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This support building with Emscripten and targeting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
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@@ -168,7 +168,7 @@ state, and might confuse your GPU driver. One star, not recommended.
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders. <BR>
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This support building with Emscripten and targetting WebGL.<BR>
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This support building with Emscripten and targeting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
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