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@ -2444,7 +2444,7 @@ void ImGui::Render()
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}
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// Skip render altogether if alpha is 0.0
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// Note that vertex buffers have been created, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false
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// Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false.
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if (g.Style.Alpha > 0.0f)
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{
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// Render tooltip
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@ -2464,7 +2464,7 @@ void ImGui::Render()
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ImGuiWindow* window = g.Windows[i];
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if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
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{
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// FIXME: Generalize this with a proper layering system so we can stack.
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// FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
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g.IO.MetricsActiveWindows++;
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if (window->Flags & ImGuiWindowFlags_Popup)
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AddWindowToRenderList(g.RenderDrawLists[1], window);
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