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					@ -933,7 +933,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, | 
				
			
			
		
	
		
			
				
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					    if (text_begin == text_end) | 
				
			
			
		
	
		
			
				
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					        return; | 
				
			
			
		
	
		
			
				
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					    // Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
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					    // IMPORTANT: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
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					    // Might just move Font/FontSize to ImDrawList?
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					    if (font == NULL) | 
				
			
			
		
	
		
			
				
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					        font = GImGui->Font; | 
				
			
			
		
	
	
		
			
				
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					@ -955,7 +955,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, | 
				
			
			
		
	
		
			
				
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					void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) | 
				
			
			
		
	
		
			
				
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					{ | 
				
			
			
		
	
		
			
				
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					    AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end); | 
				
			
			
		
	
		
			
				
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					    AddText(NULL, 0.0f, pos, col, text_begin, text_end); | 
				
			
			
		
	
		
			
				
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					} | 
				
			
			
		
	
		
			
				
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					void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) | 
				
			
			
		
	
	
		
			
				
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					@ -2167,8 +2167,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col | 
				
			
			
		
	
		
			
				
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					                        } | 
				
			
			
		
	
		
			
				
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					                    } | 
				
			
			
		
	
		
			
				
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					                    // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
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					                    // Inlined here:
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					                    // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
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					                    { | 
				
			
			
		
	
		
			
				
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					                        idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); | 
				
			
			
		
	
		
			
				
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					                        idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); | 
				
			
			
		
	
	
		
			
				
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