// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit ...
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context ...