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Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency.
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// dear imgui: Renderer for DirectX12
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// dear imgui: Renderer Backend for DirectX12
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
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