Examples: Using "dear imgui" terminology in all examples headers/comments + fix minor typo.
diff --git a/examples/README.txt b/examples/README.txt
index a3fb441..1ee9149 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -44,7 +44,7 @@
  - Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
    However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
    and will feel smoother than common GPU rendered contents (including Dear ImGui windows). 
-   You may experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, 
+   You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself, 
    to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
    at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
    cursor only when an interactive drag is in progress. 
@@ -179,7 +179,7 @@
     **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
     **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
     GLFW + OpenGL2 example (legacy, fixed pipeline).
-    This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
+    This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
     If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
     make things more complicated, will require your code to reset many OpenGL attributes to their initial
     state, and might confuse your GPU driver. One star, not recommended.
@@ -200,7 +200,7 @@
     **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
     **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
     SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
-    This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
+    This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
     If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
     make things more complicated, will require your code to reset many OpenGL attributes to their initial
     state, and might confuse your GPU driver. One star, not recommended. 
diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp
index 18a429f..a5998b6 100644
--- a/examples/example_allegro5/main.cpp
+++ b/examples/example_allegro5/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for Allegro 5
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for Allegro 5
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 #include <stdint.h>
 #include <allegro5/allegro.h>
diff --git a/examples/example_apple_metal/Shared/ViewController.mm b/examples/example_apple_metal/Shared/ViewController.mm
index 6a9236c..427c092 100644
--- a/examples/example_apple_metal/Shared/ViewController.mm
+++ b/examples/example_apple_metal/Shared/ViewController.mm
@@ -45,9 +45,9 @@
     
     // If we want to receive key events, we either need to be in the responder chain of the key view,
     // or else we can install a local monitor. The consequence of this heavy-handed approach is that
-    // we receive events for all controls, not just ImGui widgets. If we had native controls in our
-    // window, we'd want to be much more careful than just ingesting the complete event stream, though
-    // we do make an effort to be good citizens by passing along events when ImGui doesn't want to capture.
+    // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
+    // window, we'd want to be much more careful than just ingesting the complete event stream, though we
+    // do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
     NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
     [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
         BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm
index cd5dd94..5eb8b19 100644
--- a/examples/example_apple_opengl2/main.mm
+++ b/examples/example_apple_opengl2/main.mm
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 #include "imgui.h"
 #include "../imgui_impl_osx.h"
diff --git a/examples/example_freeglut_opengl2/main.cpp b/examples/example_freeglut_opengl2/main.cpp
index 8b489dd..d57ee07 100644
--- a/examples/example_freeglut_opengl2/main.cpp
+++ b/examples/example_freeglut_opengl2/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 // (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
 
 #include "imgui.h"
@@ -57,7 +57,7 @@
 
 void glut_display_func()
 {
-    // Start the ImGui frame
+    // Start the Dear ImGui frame
     ImGui_ImplOpenGL2_NewFrame();
     ImGui_ImplFreeGLUT_NewFrame();
 
@@ -95,7 +95,7 @@
     // otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
     glutDisplayFunc(glut_display_func);
 
-    // Setup ImGui binding
+    // Setup Dear ImGui binding
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp
index db99c8d..e6e53c8 100644
--- a/examples/example_glfw_opengl2/main.cpp
+++ b/examples/example_glfw_opengl2/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp
index 2795ff4..f9b9b64 100644
--- a/examples/example_glfw_opengl3/main.cpp
+++ b/examples/example_glfw_opengl3/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
 #include "imgui.h"
diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp
index 5ca9e9c..8e875fe 100644
--- a/examples/example_glfw_vulkan/main.cpp
+++ b/examples/example_glfw_vulkan/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for Glfw + Vulkan
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for Glfw + Vulkan
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 #include "imgui.h"
 #include "imgui_impl_glfw.h"
diff --git a/examples/example_marmalade/main.cpp b/examples/example_marmalade/main.cpp
index 41c6595..92316a6 100644
--- a/examples/example_marmalade/main.cpp
+++ b/examples/example_marmalade/main.cpp
@@ -1,8 +1,8 @@
-// ImGui - standalone example application for Marmalade
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for Marmalade
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 // Copyright (C) 2015 by Giovanni Zito
-// This file is part of ImGui
+// This file is part of Dear ImGui
 
 #include "imgui.h"
 #include "imgui_impl_marmalade.h"
diff --git a/examples/example_null/main.cpp b/examples/example_null/main.cpp
index 547ed3c..90521f9 100644
--- a/examples/example_null/main.cpp
+++ b/examples/example_null/main.cpp
@@ -1,4 +1,4 @@
-// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
+// dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs)
 #include "imgui.h"
 #include <stdio.h>
 
diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp
index 1a1079b..7e92b85 100644
--- a/examples/example_sdl_opengl2/main.cpp
+++ b/examples/example_sdl_opengl2/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for SDL2 + OpenGL
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for SDL2 + OpenGL
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp
index 156520f..577e84c 100644
--- a/examples/example_sdl_opengl3/main.cpp
+++ b/examples/example_sdl_opengl3/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for SDL2 + OpenGL
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for SDL2 + OpenGL
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
 
diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp
index 29ad434..0af71be 100644
--- a/examples/example_sdl_vulkan/main.cpp
+++ b/examples/example_sdl_vulkan/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for SDL2 + Vulkan
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for SDL2 + Vulkan
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 #include "imgui.h"
 #include "imgui_impl_sdl.h"
@@ -332,7 +332,7 @@
     ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
     SetupVulkanWindowData(wd, surface, w, h);
 
-    // Setup ImGui binding
+    // Setup Dear ImGui binding
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp
index 29d25fc..bc688c9 100644
--- a/examples/example_win32_directx10/main.cpp
+++ b/examples/example_win32_directx10/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for DirectX 10
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for DirectX 10
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 #include "imgui.h"
 #include "imgui_impl_win32.h"
diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp
index c98e639..446ad62 100644
--- a/examples/example_win32_directx11/main.cpp
+++ b/examples/example_win32_directx11/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for DirectX 11
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui - standalone example application for DirectX 11
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 #include "imgui.h"
 #include "imgui_impl_win32.h"
diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp
index a4ce237..50cb377 100644
--- a/examples/example_win32_directx12/main.cpp
+++ b/examples/example_win32_directx12/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for DirectX 12
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for DirectX 12
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
 
 #include "imgui.h"
diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp
index 6731b57..7e5b957 100644
--- a/examples/example_win32_directx9/main.cpp
+++ b/examples/example_win32_directx9/main.cpp
@@ -1,5 +1,5 @@
-// ImGui - standalone example application for DirectX 9
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// dear imgui: standalone example application for DirectX 9
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 #include "imgui.h"
 #include "imgui_impl_dx9.h"
diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp
index b1e9632..ef99bf1 100644
--- a/examples/imgui_impl_allegro5.cpp
+++ b/examples/imgui_impl_allegro5.cpp
@@ -1,4 +1,4 @@
-// ImGui Renderer + Platform Binding for: Allegro 5
+// dear imgui: Renderer + Platform Binding for Allegro 5
 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
 
 // Implemented features:
@@ -74,7 +74,7 @@
     al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
 
     // Setup orthographic projection matrix
-    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
     {
         float L = draw_data->DisplayPos.x;
         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@@ -108,7 +108,7 @@
         const int* indices = NULL;
         if (sizeof(ImDrawIdx) == 2)
         {
-            // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices.
+            // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
             // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
             static ImVector<int> indices_converted;
             indices_converted.resize(cmd_list->IdxBuffer.Size);
diff --git a/examples/imgui_impl_allegro5.h b/examples/imgui_impl_allegro5.h
index 053f87f..a7792bc 100644
--- a/examples/imgui_impl_allegro5.h
+++ b/examples/imgui_impl_allegro5.h
@@ -1,4 +1,4 @@
-// ImGui Renderer + Platform Binding for: Allegro 5
+// dear imgui: Renderer + Platform Binding for Allegro 5
 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
 
 // Implemented features:
diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp
index d0734ef..f8fdef8 100644
--- a/examples/imgui_impl_dx10.cpp
+++ b/examples/imgui_impl_dx10.cpp
@@ -1,4 +1,4 @@
-// ImGui Renderer for: DirectX10
+// dear imgui: Renderer for DirectX10
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
diff --git a/examples/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h
index 424d718..263073e 100644
--- a/examples/imgui_impl_dx10.h
+++ b/examples/imgui_impl_dx10.h
@@ -1,4 +1,4 @@
-// ImGui Renderer for: DirectX10
+// dear imgui: Renderer for DirectX10
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp
index 2f6f5a7..052f484 100644
--- a/examples/imgui_impl_dx11.cpp
+++ b/examples/imgui_impl_dx11.cpp
@@ -1,4 +1,4 @@
-// ImGui Renderer for: DirectX11
+// dear imgui: Renderer for DirectX11
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
diff --git a/examples/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h
index 38dae30..724b469 100644
--- a/examples/imgui_impl_dx11.h
+++ b/examples/imgui_impl_dx11.h
@@ -1,4 +1,4 @@
-// ImGui Renderer for: DirectX11
+// dear imgui: Renderer for DirectX11
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp
index a8b1c70..a59939e 100644
--- a/examples/imgui_impl_dx12.cpp
+++ b/examples/imgui_impl_dx12.cpp
@@ -1,4 +1,4 @@
-// ImGui Renderer for: DirectX12
+// dear imgui: Renderer for DirectX12
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h
index 823ac32..8c46254 100644
--- a/examples/imgui_impl_dx12.h
+++ b/examples/imgui_impl_dx12.h
@@ -1,4 +1,4 @@
-// ImGui Renderer for: DirectX12
+// dear imgui: Renderer for DirectX12
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp
index d5bbc28..4aa139d 100644
--- a/examples/imgui_impl_dx9.cpp
+++ b/examples/imgui_impl_dx9.cpp
@@ -1,4 +1,4 @@
-// ImGui Renderer for: DirectX9
+// dear imgui: Renderer for DirectX9
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
@@ -140,7 +140,7 @@
     g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
 
     // Setup orthographic projection matrix
-    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
     // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
     {
         float L = draw_data->DisplayPos.x + 0.5f;
diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h
index 8c91364..03da1bd 100644
--- a/examples/imgui_impl_dx9.h
+++ b/examples/imgui_impl_dx9.h
@@ -1,4 +1,4 @@
-// ImGui Renderer for: DirectX9
+// dear imgui: Renderer for DirectX9
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_freeglut.cpp
index 8884905..983bfd6 100644
--- a/examples/imgui_impl_freeglut.cpp
+++ b/examples/imgui_impl_freeglut.cpp
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: FreeGLUT
+// dear imgui: Platform Binding for FreeGLUT
 // This needs to be used along with a Renderer (e.g. OpenGL2)
 
 // Issues:
diff --git a/examples/imgui_impl_freeglut.h b/examples/imgui_impl_freeglut.h
index b6b8897..fc030bb 100644
--- a/examples/imgui_impl_freeglut.h
+++ b/examples/imgui_impl_freeglut.h
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: FreeGLUT
+// dear imgui: Platform Binding for FreeGLUT
 // This needs to be used along with a Renderer (e.g. OpenGL2)
 
 // Issues:
diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp
index fe7a219..82ccb7a 100644
--- a/examples/imgui_impl_glfw.cpp
+++ b/examples/imgui_impl_glfw.cpp
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: GLFW
+// dear imgui: Platform Binding for GLFW
 // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h
index 8a68f44..0b5bc89 100644
--- a/examples/imgui_impl_glfw.h
+++ b/examples/imgui_impl_glfw.h
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: GLFW
+// dear imgui: Platform Binding for GLFW
 // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp
index 23ced8f..d3aa698 100644
--- a/examples/imgui_impl_marmalade.cpp
+++ b/examples/imgui_impl_marmalade.cpp
@@ -1,5 +1,5 @@
-// ImGui Renderer + Platform Binding for: Marmalade + IwGx
-// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of ImGui)
+// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
+// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
diff --git a/examples/imgui_impl_marmalade.h b/examples/imgui_impl_marmalade.h
index 01769b9..96c4333 100644
--- a/examples/imgui_impl_marmalade.h
+++ b/examples/imgui_impl_marmalade.h
@@ -1,4 +1,5 @@
-// ImGui Renderer + Platform Binding for: Marmalade + IwGx
+// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
+// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
@@ -7,9 +8,6 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
-// Copyright (C) 2015 by Giovanni Zito
-// This file is part of ImGui
-
 IMGUI_IMPL_API bool     ImGui_Marmalade_Init(bool install_callbacks);
 IMGUI_IMPL_API void     ImGui_Marmalade_Shutdown();
 IMGUI_IMPL_API void     ImGui_Marmalade_NewFrame();
diff --git a/examples/imgui_impl_metal.h b/examples/imgui_impl_metal.h
index c4f958b..f684685 100644
--- a/examples/imgui_impl_metal.h
+++ b/examples/imgui_impl_metal.h
@@ -1,4 +1,4 @@
-// ImGui Renderer for: Metal
+// dear imgui: Renderer for Metal
 // This needs to be used along with a Platform Binding (e.g. OSX)
 
 // Implemented features:
diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm
index 678cd26..fc6254c 100644
--- a/examples/imgui_impl_metal.mm
+++ b/examples/imgui_impl_metal.mm
@@ -1,4 +1,4 @@
-// ImGui Renderer for: Metal
+// dear imgui: Renderer for Metal
 // This needs to be used along with a Platform Binding (e.g. OSX)
 
 // Implemented features:
@@ -408,7 +408,7 @@
     [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
     
     // Setup viewport, orthographic projection matrix
-    // Our visible imgui space lies from draw_data->DisplayPps (top left) to
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to
     // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
     MTLViewport viewport = 
     {   
diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp
index 3ff1cf7..5acf12f 100644
--- a/examples/imgui_impl_opengl2.cpp
+++ b/examples/imgui_impl_opengl2.cpp
@@ -1,4 +1,4 @@
-// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
+// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 // Implemented features:
@@ -102,7 +102,7 @@
     //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
 
     // Setup viewport, orthographic projection matrix
-    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
     glMatrixMode(GL_PROJECTION);
     glPushMatrix();
diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h
index 930d449..911447a 100644
--- a/examples/imgui_impl_opengl2.h
+++ b/examples/imgui_impl_opengl2.h
@@ -1,4 +1,4 @@
-// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
+// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 // Implemented features:
diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp
index 73fa3da..04a56e0 100644
--- a/examples/imgui_impl_opengl3.cpp
+++ b/examples/imgui_impl_opengl3.cpp
@@ -1,4 +1,4 @@
-// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
+// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
 
@@ -175,7 +175,7 @@
 #endif
 
     // Setup viewport, orthographic projection matrix
-    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
     float L = draw_data->DisplayPos.x;
     float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h
index 2812dac..4c3321f 100644
--- a/examples/imgui_impl_opengl3.h
+++ b/examples/imgui_impl_opengl3.h
@@ -1,4 +1,4 @@
-// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
+// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
 
diff --git a/examples/imgui_impl_osx.h b/examples/imgui_impl_osx.h
index 1ae2cc0..b7f41cb 100644
--- a/examples/imgui_impl_osx.h
+++ b/examples/imgui_impl_osx.h
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: OSX / Cocoa
+// dear imgui: Platform Binding for OSX / Cocoa
 // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
 // [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
 
diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm
index edfd454..b1dbe7c 100644
--- a/examples/imgui_impl_osx.mm
+++ b/examples/imgui_impl_osx.mm
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: OSX / Cocoa
+// dear imgui: Platform Binding for OSX / Cocoa
 // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
 // [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
 
diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp
index 0885ce5..0189468 100644
--- a/examples/imgui_impl_sdl.cpp
+++ b/examples/imgui_impl_sdl.cpp
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: SDL2
+// dear imgui: Platform Binding for SDL2
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h
index d723bf4..ec75af4 100644
--- a/examples/imgui_impl_sdl.h
+++ b/examples/imgui_impl_sdl.h
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: SDL2
+// dear imgui: Platform Binding for SDL2
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp
index 3663963..c1d1030 100644
--- a/examples/imgui_impl_vulkan.cpp
+++ b/examples/imgui_impl_vulkan.cpp
@@ -1,4 +1,4 @@
-// ImGui Renderer for: Vulkan
+// dear imgui: Renderer for Vulkan
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 // Missing features:
@@ -273,7 +273,7 @@
     }
 
     // Setup scale and translation:
-    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
     {
         float scale[2];
         scale[0] = 2.0f / draw_data->DisplaySize.x;
diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h
index 7690ff2..ca0c2b5 100644
--- a/examples/imgui_impl_vulkan.h
+++ b/examples/imgui_impl_vulkan.h
@@ -1,4 +1,4 @@
-// ImGui Renderer for: Vulkan
+// dear imgui: Renderer for Vulkan
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 // Missing features:
diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp
index e713b8d..d6935a4 100644
--- a/examples/imgui_impl_win32.cpp
+++ b/examples/imgui_impl_win32.cpp
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
+// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 
 // Implemented features:
diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h
index f50e654..6b91f48 100644
--- a/examples/imgui_impl_win32.h
+++ b/examples/imgui_impl_win32.h
@@ -1,4 +1,4 @@
-// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
+// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 
 // Implemented features: