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Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency.
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65 changed files with 265 additions and 261 deletions
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@ -1,5 +1,5 @@
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// dear imgui: Renderer for DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// dear imgui: Renderer Backend for DirectX11
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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@ -509,7 +509,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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// Setup back-end capabilities flags
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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