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	Examples: Using "dear imgui" terminology in all examples headers/comments + fix minor typo.
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		@@ -1,4 +1,4 @@
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// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
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// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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@@ -102,7 +102,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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    // Setup viewport, orthographic projection matrix
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    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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    glMatrixMode(GL_PROJECTION);
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    glPushMatrix();
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