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Renamed XX-bits -> XX-bit in comments to match what the world appears to be using.
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@ -65,9 +65,9 @@
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
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// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
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// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
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//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
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// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices).
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// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
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// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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//#define ImDrawIdx unsigned int
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