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		@@ -20,7 +20,10 @@ struct CUSTOMVERTEX
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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    size_t total_vtx_count = 0;
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@@ -11,14 +11,17 @@
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static GLFWwindow* window;
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static GLuint fontTex;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
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// We are using the fixed pipeline. 
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// A faster way would be to collate all vertices from all cmd_lists into a single vertex buffer
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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    if (cmd_lists_count == 0)
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        return;
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    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
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    // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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    glEnable(GL_BLEND);
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    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -53,7 +53,7 @@
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   - every frame: 
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      1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the 'Input' data, then call ImGui::NewFrame().
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      2/ use any ImGui function you want between NewFrame() and Render()
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      3/ ImGui::Render() to render all the accumulated command-lists. it will cack your RenderDrawListFn handler set in the IO structure.
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      3/ ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
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   - all rendering information are stored into command-lists until ImGui::Render() is called.
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   - effectively it means you can create widgets at any time in your code, regardless of "update" vs "render" considerations.
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   - a typical application skeleton may be:
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@@ -87,6 +87,10 @@
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            // swap video buffer, etc.
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        }
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 - if text or lines are blurry when integrating ImGui in your engine:
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   - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
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   - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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 - some widgets carry state and requires an unique ID to do so.
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   - unique ID are typically derived from a string label, an indice or a pointer.
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   - use PushID/PopID to easily create scopes and avoid ID conflicts. A Window is also an implicit scope.
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