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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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@@ -5,7 +5,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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@@ -303,15 +303,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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io.BackendRendererName = "imgui_impl_opengl3";
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// Query for GL version (e.g. 320 for GL 3.2)
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const char* gl_version_str = (const char*)glGetString(GL_VERSION);
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GLES 2
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const char* gl_version_str = "";
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IM_UNUSED(gl_version_str); // For IMGUI_IMPL_OPENGL_DEBUG block below.
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bd->GlVersion = 200;
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bd->GlProfileIsES2 = true;
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#else
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// Desktop or GLES 3
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const char* gl_version_str = (const char*)glGetString(GL_VERSION);
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GLint major = 0;
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GLint minor = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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