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Examples: OpenGL3: Minor tweaks, clarifications + not calling glBindBuffer more than necessary in the render loop.
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@ -221,7 +221,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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if (!fd->IndexBuffer || fd->IndexBufferSize < index_size)
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CreateOrResizeBuffer(fd->IndexBuffer, fd->IndexBufferMemory, fd->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
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// Upload Vertex and index Data:
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// Upload vertex/index data into a single contiguous GPU buffer
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{
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ImDrawVert* vtx_dst = NULL;
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ImDrawIdx* idx_dst = NULL;
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@ -305,6 +305,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback (registered via ImDrawList::AddCallback)
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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