// Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or consistently respond to Begin() returning false.
IMGUI_APIvoidNewFrame();// start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidRender();// ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
IMGUI_APIvoidRenderAdditionalViewports();
IMGUI_APIImDrawData*GetDrawData();// valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
IMGUI_APIImDrawData*GetDrawDataForViewport(ImGuiIDviewport_id);// ImDrawData filtered to hold only the ImDrawList covering a given viewport. valid after Render() and until the next call to NewFrame()
IMGUI_APIvoidEndFrame();// ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
@ -530,10 +531,6 @@ namespace ImGui
// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
IMGUI_APIconstchar*GetClipboardText();
IMGUI_APIvoidSetClipboardText(constchar*text);
// Additional OS/Platform Windows (when ImGuiConfigFlags_MultiViewports is set)