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Fix typos in docs (#5649)
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@ -58,7 +58,7 @@ Steps:
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- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multi-player games, please don't try posting here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
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- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multi-player games, please don't try posting here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
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- Due to frequent abuse of this service from aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
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- Due to frequent abuse of this service from aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
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If you have been using dear imgui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information are useful in a given context.
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If you have been using dear imgui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
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## How to open a Pull Request
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## How to open a Pull Request
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@ -67,7 +67,7 @@ If you have been using dear imgui for a while or have been using C/C++ for sever
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- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
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- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
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- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
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- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
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- **Attach screenshots (or gif/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
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- **Attach screenshots (or gif/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
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- **Make sure your code follows the coding style already used in the codebase:** 4 spaces identations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
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- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
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- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
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- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
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Thank you for reading!
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Thank you for reading!
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@ -205,7 +205,7 @@ DirectX12 example, Windows only. <BR>
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This is quite long and tedious, because: DirectX12.
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This is quite long and tedious, because: DirectX12.
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### Miscallaneous
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### Miscellaneous
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**Building**
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**Building**
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16
docs/FAQ.md
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docs/FAQ.md
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# FAQ (Frequenty Asked Questions)
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# FAQ (Frequently Asked Questions)
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You may link to this document using short form:
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You may link to this document using short form:
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https://www.dearimgui.org/faq
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https://www.dearimgui.org/faq
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@ -56,7 +56,7 @@ or view this file with any Markdown viewer.
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- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
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- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
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- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
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- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
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- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
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- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
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- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
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- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts.
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##### [Return to Index](#index)
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##### [Return to Index](#index)
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@ -123,7 +123,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
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```
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```
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**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
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**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
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**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
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**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
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@ -240,7 +240,7 @@ Button("OK"); // ERROR: ID collision with the first button! Interacting wit
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Button(""); // ERROR: ID collision with Begin("MyWindow")!
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Button(""); // ERROR: ID collision with Begin("MyWindow")!
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End();
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End();
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```
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```
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Fear not! this is easy to solve and there are many ways to solve it!
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Fear not! This is easy to solve and there are many ways to solve it!
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- Solving ID conflict in a simple/local context:
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- Solving ID conflict in a simple/local context:
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When passing a label you can optionally specify extra ID information within string itself.
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When passing a label you can optionally specify extra ID information within string itself.
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@ -259,7 +259,7 @@ End();
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```cpp
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```cpp
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Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
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Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
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```
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```
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- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
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- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
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you to animate labels. For example you may want to include varying information in a window title bar,
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you to animate labels. For example you may want to include varying information in a window title bar,
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but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
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but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
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```cpp
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```cpp
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@ -310,7 +310,7 @@ PushID("node");
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PopID();
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PopID();
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PopID();
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PopID();
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```
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```
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- Tree nodes implicitly creates a scope for you by calling `PushID()`:
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- Tree nodes implicitly create a scope for you by calling `PushID()`:
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```cpp
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```cpp
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Button("Click"); // Label = "Click", ID = hash of (..., "Click")
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Button("Click"); // Label = "Click", ID = hash of (..., "Click")
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if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
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if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
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@ -346,7 +346,7 @@ Long explanation:
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- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
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- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
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We carry the information to identify a "texture" in the ImTextureID type.
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We carry the information to identify a "texture" in the ImTextureID type.
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ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
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ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
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Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
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Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function.
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- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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```cpp
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```cpp
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OpenGL:
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OpenGL:
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@ -499,7 +499,7 @@ Applications in the `examples/` folder are not DPI aware partly because they are
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The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scale). The current way to handle this on the application side is:
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The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scale). The current way to handle this on the application side is:
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- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
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- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
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- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
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- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
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- In the hook: swap atlas, swap style with correctly sized one, remap the current font from one atlas to the other (may need to maintain a remapping table of your fonts at variying DPI scale).
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- In the hook: swap atlas, swap style with correctly sized one, remap the current font from one atlas to the other (may need to maintain a remapping table of your fonts at varying DPI scale).
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This approach is relatively easy and functional but come with two issues:
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This approach is relatively easy and functional but come with two issues:
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- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
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- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
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@ -149,7 +149,7 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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**Font Atlas too large?**
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**Font Atlas too large?**
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- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyph appears as a white rectangle.
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- Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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- Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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Some solutions:
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Some solutions:
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@ -316,7 +316,7 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
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**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
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**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
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Two things to watch for:
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Two things to watch for:
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- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
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- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
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```cpp
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```cpp
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// Relative filename depends on your Working Directory when running your program!
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// Relative filename depends on your Working Directory when running your program!
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io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
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io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
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@ -96,7 +96,7 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
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### How it works
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### How it works
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Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error-prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
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Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
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