Fixed more FAQ links. (#2848)
diff --git a/docs/FAQ.md b/docs/FAQ.md
index 9fc3623..6dfdb43 100644
--- a/docs/FAQ.md
+++ b/docs/FAQ.md
@@ -1,8 +1,10 @@
 # FAQ (Frequenty Asked Questions)
 
-You may browse this document at:
+You may link to this document using short form:
+  https://www.dearimgui.org/faq
+or its real address:
   https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
-or use any Markdown viewer.
+or view this file with any Markdown viewer.
 
 
 ## Index
@@ -24,13 +26,13 @@
 | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
 | **Q&A: Usage** |
 | [Why are multiple widgets reacting when I interact with a single one?<br>How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label) |
-| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| 
+| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
 | [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
 | [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
 | [How can I use low-level drawing facilities? (using ImDrawList API)](#q-how-can-i-use-low-level-drawing-facilities-using-imdrawlist-api) |
 | **Q&A: Fonts, Text** |
 | [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
-| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) | 
+| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
 | [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
 | [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
 | **Q&A: Community** |
@@ -52,7 +54,7 @@
 ---
 
 ### Q: Which version should I get?
-I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. 
+I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
 
 You may also peak at the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
 - [Docking/Merging features](https://github.com/ocornut/imgui/issues/2109)
@@ -87,11 +89,11 @@
 
 Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
 
-Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm. 
+Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
 
 ### Q: Can you reskin the look of Dear ImGui?
 
-Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it. 
+Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
 
 A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
 ![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
@@ -110,7 +112,7 @@
 ### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
 
 You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
- 
+
 e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
 
 - When `io.WantCaptureMouse` is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
@@ -150,9 +152,9 @@
 
 ### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
 You are probably mishandling the clipping rectangles in your render function.
-Rectangles provided by ImGui are defined as 
-`(x1=left,y1=top,x2=right,y2=bottom)` 
-and **NOT** as 
+Rectangles provided by ImGui are defined as
+`(x1=left,y1=top,x2=right,y2=bottom)`
+and **NOT** as
 `(x1,y1,width,height)`
 
 ##### [Return to Index](#index)
@@ -282,7 +284,7 @@
 
 Short explanation:
 - Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
-- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
+- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
 - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
 - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
 
@@ -294,21 +296,21 @@
  We carry the information to identify a "texture" in the ImTextureID type.
 ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
 Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
-- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
+- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
 ```
 OpenGL:
 - ImTextureID = GLuint
 - See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
 
-DirectX9:   
+DirectX9:
 - ImTextureID = LPDIRECT3DTEXTURE9
 - See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
 
-DirectX11:  
+DirectX11:
 - ImTextureID = ID3D11ShaderResourceView*
 - See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
 
-DirectX12:  
+DirectX12:
 - ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
 - See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
 ```
@@ -331,7 +333,7 @@
 MyTexture* texture = (MyTexture*)pcmd->TextureId;
 MyEngineBindTexture2D(texture);
 ```
-Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. 
+Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
 This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
 If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
 
diff --git a/docs/README.md b/docs/README.md
index 1991b95..50a50c9 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -157,7 +157,7 @@
 
 ### Support, Frequently Asked Questions (FAQ)
 
-Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/wiki/FAQ) page, e.g.:
+Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page, e.g.:
 
 **Basics**
 - "Where is the documentation?"
diff --git a/docs/issue_template.md b/docs/issue_template.md
index 21f0c1a..bd05f0a 100644
--- a/docs/issue_template.md
+++ b/docs/issue_template.md
@@ -1,16 +1,16 @@
 (Click "Preview" to turn any http URL into a clickable link)
 
-1. PLEASE CAREFULLY READ:
-https://github.com/ocornut/imgui/issues/2261
+1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
 
-2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
-https://discourse.dearimgui.org
+2. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261
 
-3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
+2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS,  please use the [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forum](https://discourse.dearimgui.org/c/getting-started).
+
+3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
 
 4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
 
-5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
+5. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
 
 Thank you!
 
diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp
index 525ad5c..8cee95f 100644
--- a/examples/imgui_impl_allegro5.cpp
+++ b/examples/imgui_impl_allegro5.cpp
@@ -2,7 +2,7 @@
 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Platform: Clipboard support (from Allegro 5.1.12)
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 // Issues:
diff --git a/examples/imgui_impl_allegro5.h b/examples/imgui_impl_allegro5.h
index bc995a5..8b9a47d 100644
--- a/examples/imgui_impl_allegro5.h
+++ b/examples/imgui_impl_allegro5.h
@@ -2,7 +2,7 @@
 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Platform: Clipboard support (from Allegro 5.1.12)
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 // Issues:
diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp
index 6dec614..362756d 100644
--- a/examples/imgui_impl_dx10.cpp
+++ b/examples/imgui_impl_dx10.cpp
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h
index db156e1..94e6db8 100644
--- a/examples/imgui_impl_dx10.h
+++ b/examples/imgui_impl_dx10.h
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp
index 197bbe0..2b80f76 100644
--- a/examples/imgui_impl_dx11.cpp
+++ b/examples/imgui_impl_dx11.cpp
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h
index 1741a5d..5eee80d 100644
--- a/examples/imgui_impl_dx11.h
+++ b/examples/imgui_impl_dx11.h
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp
index 3161d18..6d6161a 100644
--- a/examples/imgui_impl_dx12.cpp
+++ b/examples/imgui_impl_dx12.cpp
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 // Issues:
 //  [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h
index 8ae75e5..274c1c9 100644
--- a/examples/imgui_impl_dx12.h
+++ b/examples/imgui_impl_dx12.h
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 // Issues:
 //  [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp
index 2ee76ca..82b9647 100644
--- a/examples/imgui_impl_dx9.cpp
+++ b/examples/imgui_impl_dx9.cpp
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h
index 1eaea87..a0413e0 100644
--- a/examples/imgui_impl_dx9.h
+++ b/examples/imgui_impl_dx9.h
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp
index 497a570..0675c6b 100644
--- a/examples/imgui_impl_marmalade.cpp
+++ b/examples/imgui_impl_marmalade.cpp
@@ -2,7 +2,7 @@
 // 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.
+//  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
 // Missing features:
 //  [ ] Renderer: Clipping rectangles are not honored.
 
diff --git a/examples/imgui_impl_marmalade.h b/examples/imgui_impl_marmalade.h
index 8a767f9..01fbd0d 100644
--- a/examples/imgui_impl_marmalade.h
+++ b/examples/imgui_impl_marmalade.h
@@ -2,7 +2,7 @@
 // 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.
+//  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
diff --git a/examples/imgui_impl_metal.h b/examples/imgui_impl_metal.h
index 869c3e5..7fa558f 100644
--- a/examples/imgui_impl_metal.h
+++ b/examples/imgui_impl_metal.h
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. OSX)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm
index f3f1b12..9d1045f 100644
--- a/examples/imgui_impl_metal.mm
+++ b/examples/imgui_impl_metal.mm
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. OSX)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp
index fbe278c..a349622 100644
--- a/examples/imgui_impl_opengl2.cpp
+++ b/examples/imgui_impl_opengl2.cpp
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h
index 2e3271d..009052d 100644
--- a/examples/imgui_impl_opengl2.h
+++ b/examples/imgui_impl_opengl2.h
@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp
index d7b108e..3824647 100644
--- a/examples/imgui_impl_opengl3.cpp
+++ b/examples/imgui_impl_opengl3.cpp
@@ -4,7 +4,7 @@
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 //  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h
index 75f8f8c..2d10ea3 100644
--- a/examples/imgui_impl_opengl3.h
+++ b/examples/imgui_impl_opengl3.h
@@ -4,7 +4,7 @@
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 // Implemented features:
-//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 //  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt
index 39e0dd4..4ddafe6 100644
--- a/misc/fonts/README.txt
+++ b/misc/fonts/README.txt
@@ -13,7 +13,7 @@
 The files in this folder are suggested fonts, provided as a convenience.
 
 Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
-Also read dear imgui FAQ in imgui.cpp!
+Also read the FAQ: https://www.dearimgui.org/faq
 
 If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum:
   https://discourse.dearimgui.org/c/getting-started