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	Examples: OpenGL2: Added (yet another) comment/instruction against using opengl2 with modern OpenGL. (#2297)
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		@@ -102,7 +102,14 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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    glEnableClientState(GL_COLOR_ARRAY);
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    glEnable(GL_TEXTURE_2D);
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    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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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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    // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), 
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    // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
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    //  GLint last_program; 
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    //  glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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    //  glUseProgram(0);
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    //  ImGui_ImplOpenGL2_RenderDrawData(...);
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    //  glUseProgram(last_program)
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    // Setup viewport, orthographic projection matrix
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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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