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# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_glfw.cpp # examples/imgui_impl_glfw.h # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl2.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_sdl.cpp # examples/imgui_impl_sdl.h # examples/imgui_impl_vulkan.h # examples/imgui_impl_win32.cpp
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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