Examples: Comments, synched some minor drift between examples + stronger suggestion to use StyleColorsDark().
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index f9abe75..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
     // Setup ImGui binding
     ImGui_ImplA5_Init(display);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -69,15 +73,17 @@
         ImGui_ImplA5_NewFrame();
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
-            static float f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
-            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+            static float f = 0.0f;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
         // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -91,7 +97,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index c451322..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -28,7 +28,7 @@
 {
     if (hud->show_demo_window)
     {
-        ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+        ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
         ImGui::ShowDemoWindow(&hud->show_demo_window );
     }
     
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 1d7da4b..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
     // Setup ImGui binding
     ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -163,14 +167,16 @@
         ImGui_ImplDX10_NewFrame();
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -185,7 +191,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);     // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 1c6f84a..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
     // Setup ImGui binding
     ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -166,14 +170,16 @@
         ImGui_ImplDX11_NewFrame();
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -188,7 +194,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);     // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 7ada228..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
     // Setup ImGui binding
     ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -117,14 +121,16 @@
         ImGui_ImplDX9_NewFrame();
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -139,7 +145,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index 032e419..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
     // Setup ImGui binding
     ImGui_Marmalade_Init(true);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -40,26 +44,28 @@
     // Main loop
     while (true)
     {
-         if (s3eDeviceCheckQuitRequest())
-             break;
+        if (s3eDeviceCheckQuitRequest())
+            break;
 
-         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-         s3eKeyboardUpdate();
-         s3ePointerUpdate();
-         ImGui_Marmalade_NewFrame();
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        s3eKeyboardUpdate();
+        s3ePointerUpdate();
+        ImGui_Marmalade_NewFrame();
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -74,12 +80,12 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
         // Rendering
-        IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+        IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
         IwGxClear();
         ImGui::Render();
         IwGxSwapBuffers();
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index 35c8d19..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
     // Setup ImGui binding
     ImGui_ImplGlfwGL2_Init(window, true);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -60,14 +64,16 @@
         ImGui_ImplGlfwGL2_NewFrame();
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -82,7 +88,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index d10d583..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
     // Setup ImGui binding
     ImGui_ImplGlfwGL3_Init(window, true);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -65,14 +69,16 @@
         ImGui_ImplGlfwGL3_NewFrame();
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window")) 
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -87,7 +93,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index cc7c5fb..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
     // Setup ImGui binding
     ImGui_ImplSdlGL2_Init(window);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -73,14 +77,16 @@
         ImGui_ImplSdlGL2_NewFrame(window);
 
         // 1. Show a simple window
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -95,7 +101,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index a9e75fd..7ee6038 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -35,6 +35,10 @@
     // Setup ImGui binding
     ImGui_ImplSdlGL3_Init(window);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -73,14 +77,16 @@
         ImGui_ImplSdlGL3_NewFrame(window);
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -95,7 +101,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }
 
diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp
index ec83035..81f420a 100644
--- a/examples/vulkan_example/main.cpp
+++ b/examples/vulkan_example/main.cpp
@@ -625,6 +625,10 @@
     init_data.check_vk_result = check_vk_result;
     ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
 
+    // Setup style
+    ImGui::StyleColorsClassic();
+    //ImGui::StyleColorsDark();
+
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
@@ -694,14 +698,16 @@
         ImGui_ImplGlfwVulkan_NewFrame();
 
         // 1. Show a simple window.
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_color);
-            if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+            if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
+                show_demo_window ^= 1;
+            if (ImGui::Button("Another Window"))
+                show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
 
@@ -716,7 +722,7 @@
         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
         if (show_demo_window)
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
             ImGui::ShowDemoWindow(&show_demo_window);
         }