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Examples: Metal: Compilation fix.
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@ -402,8 +402,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
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{
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(drawData->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
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int fb_height = (int)(drawData->DisplaySize.y * draw_data->FramebufferScale.y);
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int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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return;
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return;
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@ -450,8 +450,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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// Will project scissor/clipping rectangles into framebuffer space
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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// Render command lists
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size_t vertexBufferOffset = 0;
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size_t vertexBufferOffset = 0;
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