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					//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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					//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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					//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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					//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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					// About WebGL/ES:
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					// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
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					// - This is done automatically on iOS, Android and Emscripten targets.
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					// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
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					// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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					// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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					// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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					// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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					// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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					// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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