ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740)
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index e5dfa65..ede7464 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -39,6 +39,7 @@
   when enabled will have small overlap glitches with (style.Alpha < 1.0).
 - TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space.
 - TabBar: fixed single-tab not shrinking their width down.
+- ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740)
 - Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94)
 - Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
   would generally make the debug layer complain (Added in 1.72).
diff --git a/imgui.h b/imgui.h
index abb42a7..63a8eec 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1901,33 +1901,39 @@
     inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
 
     // Primitives
-    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
-    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
-    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right (== upper-left + size)
-    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
-    IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
-    IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
-    IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
-    IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
-    IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
-    IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
+    // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
+    IMGUI_API void  AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f);   // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
+    IMGUI_API void  AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);                     // a: upper-left, b: lower-right (== upper-left + size)
+    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
+    IMGUI_API void  AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
+    IMGUI_API void  AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
+    IMGUI_API void  AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
+    IMGUI_API void  AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
     IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
     IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
-    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE);
-    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE);
-    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
     IMGUI_API void  AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
     IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
     IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
 
+    // Image primitives
+    // - Read FAQ to understand what ImTextureID is.
+    // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
+    // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
+    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
+    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
+    IMGUI_API void  AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
+
     // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
     inline    void  PathClear()                                                 { _Path.Size = 0; }
     inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
     inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
     inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }  // Note: Anti-aliased filling requires points to be in clockwise order.
     inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
-    IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
-    IMGUI_API void  PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);                                            // Use precomputed angles for a 12 steps circle
+    IMGUI_API void  PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
+    IMGUI_API void  PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12);                                            // Use precomputed angles for a 12 steps circle
     IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
     IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
 
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 0264deb..790cb63 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -4391,9 +4391,9 @@
             ImVec2 window_size = ImGui::GetWindowSize();
             ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
             if (draw_bg)
-                ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4);
+                ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4);
             if (draw_fg)
-                ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10);
+                ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10);
             ImGui::EndTabItem();
         }
 
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 3e5ca06..3eb1067 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -860,26 +860,26 @@
     }
 }
 
-void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
+void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
 {
     if (radius == 0.0f || a_min_of_12 > a_max_of_12)
     {
-        _Path.push_back(centre);
+        _Path.push_back(center);
         return;
     }
     _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
     for (int a = a_min_of_12; a <= a_max_of_12; a++)
     {
         const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
-        _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
+        _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
     }
 }
 
-void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments)
+void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
 {
     if (radius == 0.0f)
     {
-        _Path.push_back(centre);
+        _Path.push_back(center);
         return;
     }
 
@@ -889,7 +889,7 @@
     for (int i = 0; i <= num_segments; i++)
     {
         const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
-        _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius));
+        _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
     }
 }
 
@@ -968,44 +968,46 @@
     }
 }
 
-void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
+void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
-    PathLineTo(a + ImVec2(0.5f,0.5f));
-    PathLineTo(b + ImVec2(0.5f,0.5f));
+    PathLineTo(p1 + ImVec2(0.5f, 0.5f));
+    PathLineTo(p2 + ImVec2(0.5f, 0.5f));
     PathStroke(col, false, thickness);
 }
 
-// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
-void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
+// p_min = upper-left, p_max = lower-right
+// Note we don't render 1 pixels sized rectangles properly.
+void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
     if (Flags & ImDrawListFlags_AntiAliasedLines)
-        PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners);
+        PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners);
     else
-        PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
+        PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
     PathStroke(col, true, thickness);
 }
 
-void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
+void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
     if (rounding > 0.0f)
     {
-        PathRect(a, b, rounding, rounding_corners);
+        PathRect(p_min, p_max, rounding, rounding_corners);
         PathFillConvex(col);
     }
     else
     {
         PrimReserve(6, 4);
-        PrimRect(a, b, col);
+        PrimRect(p_min, p_max, col);
     }
 }
 
-void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
+// p_min = upper-left, p_max = lower-right
+void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
 {
     if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
         return;
@@ -1014,77 +1016,77 @@
     PrimReserve(6, 4);
     PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
     PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
-    PrimWriteVtx(a, uv, col_upr_left);
-    PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
-    PrimWriteVtx(c, uv, col_bot_right);
-    PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
+    PrimWriteVtx(p_min, uv, col_upr_left);
+    PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
+    PrimWriteVtx(p_max, uv, col_bot_right);
+    PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
 }
 
-void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
+void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    PathLineTo(a);
-    PathLineTo(b);
-    PathLineTo(c);
-    PathLineTo(d);
+    PathLineTo(p1);
+    PathLineTo(p2);
+    PathLineTo(p3);
+    PathLineTo(p4);
     PathStroke(col, true, thickness);
 }
 
-void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
+void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    PathLineTo(a);
-    PathLineTo(b);
-    PathLineTo(c);
-    PathLineTo(d);
+    PathLineTo(p1);
+    PathLineTo(p2);
+    PathLineTo(p3);
+    PathLineTo(p4);
     PathFillConvex(col);
 }
 
-void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
+void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    PathLineTo(a);
-    PathLineTo(b);
-    PathLineTo(c);
+    PathLineTo(p1);
+    PathLineTo(p2);
+    PathLineTo(p3);
     PathStroke(col, true, thickness);
 }
 
-void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
+void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    PathLineTo(a);
-    PathLineTo(b);
-    PathLineTo(c);
+    PathLineTo(p1);
+    PathLineTo(p2);
+    PathLineTo(p3);
     PathFillConvex(col);
 }
 
-void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
+void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
 {
     if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
         return;
 
     // Because we are filling a closed shape we remove 1 from the count of segments/points
-    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
-    PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
+    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
     PathStroke(col, true, thickness);
 }
 
-void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
+void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
 {
     if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
         return;
 
     // Because we are filling a closed shape we remove 1 from the count of segments/points
-    const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
-    PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
+    const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+    PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
     PathFillConvex(col);
 }
 
@@ -1132,7 +1134,7 @@
     AddText(NULL, 0.0f, pos, col, text_begin, text_end);
 }
 
-void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
+void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
@@ -1142,13 +1144,13 @@
         PushTextureID(user_texture_id);
 
     PrimReserve(6, 4);
-    PrimRectUV(a, b, uv_a, uv_b, col);
+    PrimRectUV(p_min, p_max, uv_min, uv_max, col);
 
     if (push_texture_id)
         PopTextureID();
 }
 
-void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
+void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
@@ -1158,20 +1160,20 @@
         PushTextureID(user_texture_id);
 
     PrimReserve(6, 4);
-    PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
+    PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
 
     if (push_texture_id)
         PopTextureID();
 }
 
-void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
+void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
     if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
     {
-        AddImage(user_texture_id, a, b, uv_a, uv_b, col);
+        AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
         return;
     }
 
@@ -1180,10 +1182,10 @@
         PushTextureID(user_texture_id);
 
     int vert_start_idx = VtxBuffer.Size;
-    PathRect(a, b, rounding, rounding_corners);
+    PathRect(p_min, p_max, rounding, rounding_corners);
     PathFillConvex(col);
     int vert_end_idx = VtxBuffer.Size;
-    ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);
+    ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
 
     if (push_texture_id)
         PopTextureID();