Internals: Drag and Drop: default drop preview use a narrower clipping rectangle (no effect here, but other branches uses a narrow clipping rectangle that was too small so this is a fix for it) + Comments
diff --git a/imgui.cpp b/imgui.cpp
index 27f6366..945ebb9 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -13836,7 +13836,7 @@
         // FIXME-DRAG: Settle on a proper default visuals for drop target.
         r.Expand(3.5f);
         bool push_clip_rect = !window->ClipRect.Contains(r);
-        if (push_clip_rect) window->DrawList->PushClipRectFullScreen();
+        if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1));
         window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
         if (push_clip_rect) window->DrawList->PopClipRect();
     }
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index bf5558d..43c4445 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -2342,6 +2342,8 @@
     IndexLookup.resize(new_size, (unsigned short)-1);
 }
 
+// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
+// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
 void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
 {
     Glyphs.resize(Glyphs.Size + 1);