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Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt
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@@ -154,7 +154,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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device->GSSetShader(nullptr);
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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const float blend_factor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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device->RSSetState(bd->pRasterizerState);
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@@ -452,7 +452,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.0f, 1.0f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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@@ -572,10 +572,10 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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desc.MipLODBias = 0.0f;
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desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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desc.MinLOD = 0.0f;
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desc.MaxLOD = 0.0f;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
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