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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_allegro5.cpp # backends/imgui_impl_allegro5.h # backends/imgui_impl_android.cpp # backends/imgui_impl_android.h # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx10.h # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_dx9.h # backends/imgui_impl_glfw.cpp # backends/imgui_impl_glfw.h # backends/imgui_impl_metal.h # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl2.h # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_opengl3.h # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl2.h # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_sdl3.h # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_vulkan.h # backends/imgui_impl_win32.cpp # backends/imgui_impl_win32.h # imgui.cpp
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@@ -3,8 +3,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR is supported, as this is the optimal color encoding for DirectX9.
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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