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Merge branch 'master' into docking
# Conflicts: # imgui.cpp
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@@ -79,6 +79,7 @@ List of Platforms Backends:
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
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imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_qnx.cpp ; QNX Screen
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
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@@ -235,9 +236,7 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
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// - Scissor enabled
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MyEngineSetupenderState();
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// TODO: Setup texture sampling state
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// - Sample with bilinear filtering (NOT point/nearest filtering).
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// - Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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// TODO: Setup texture sampler to bilinear (NOT point/nearest filtering).
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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@@ -35,6 +35,33 @@ HOW TO UPDATE?
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and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.93.0 WIP (In Progress)
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-----------------------------------------------------------------------
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Breaking Changes:
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- Style: obsoleted `style.CurveTessellationTol (default 1.25)` which was in Pixels² unit in
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favor of `style.CurveTesselationMaxError` (default 1.12)` which is in Pixels unit. It is
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easier to tweak + this allows us to easily scale error threshold on high density screens.
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- style.CurveTesselationMaxError == sqrf(style.CurveTessellationTol).
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Other Changes:
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- Fonts:
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- Reworked `AddFontDefault()` to use `io.DisplayFrameBufferScale` as part of the heuristic
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to select `AddFontDefaultVector()` by default, effectively using ProggyForever instead of
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ProggyClean on most Apple/Retina setups by default.
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- ImDrawList:
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- Per-viewport FramebufferScale for Apple/Retina screen is applied to draw lists:
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- AA Fringe is scaled accordingly.
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- Circle and Curves tessellation error are scaled accordingly.
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- Backends:
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- QNX: added QNX Screen backend. (#9492) [@mgorchak-blackberry]
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- Examples:
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- QNX+OpenGL3, QNX+Vulkan: added QNX Screen examples. (#9492) [@mgorchak-blackberry]
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-----------------------------------------------------------------------
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VERSION 1.92.9b (Released 2026-07-31)
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-----------------------------------------------------------------------
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@@ -117,6 +117,16 @@ Because this application doesn't create a window nor a graphic context, there's
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Please note that imgui_impl_null itself is a rather empty backend. We provide it for consistency but
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it is similarly easy to create a skeleton application without the null backend.
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[example_qnx_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_qnx_opengl3/) <BR>
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QNX Screen + OpenGL ES 3 example. <BR>
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= main.cpp + imgui_impl_qnx.cpp + imgui_impl_opengl3.cpp <BR>
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Uses the QNX recursive make build system and compiles the OpenGL3 renderer with `IMGUI_IMPL_OPENGL_ES3`.
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[example_qnx_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_qnx_vulkan/) <BR>
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QNX Screen + Vulkan example using `VK_QNX_screen_surface`. <BR>
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= main.cpp + imgui_impl_qnx.cpp + imgui_impl_vulkan.cpp <BR>
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Uses the QNX recursive make build system and the Vulkan backend's example helper structures.
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[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR>
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SDL2 + DirectX11 example, Windows only. <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR>
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