Examples: Added more comments near the fonts loading section, to catch common questions and errors (e.g. #1397, #1366, #1341, #1222, #1193, #1115, #951, etc.)
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index cfff74e..1e274ff 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -26,14 +26,20 @@
     ImGui_ImplA5_Init(display);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index ea69074..0ed70bc 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -126,14 +126,20 @@
     ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 794503e..cd1b788 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -129,14 +129,20 @@
     ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 6a359c6..bae6dae 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -78,14 +78,20 @@
     ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index eb0938a..f58c0c9 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -18,14 +18,20 @@
     ImGui_Marmalade_Init(true);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index bb688c6..232489c 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -25,14 +25,20 @@
     ImGui_ImplGlfwGL2_Init(window, true);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 6b20f8c..0a3289f 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -33,14 +33,20 @@
     ImGui_ImplGlfwGL3_Init(window, true);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 9d8a862..c1f17c8 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -31,14 +31,20 @@
     ImGui_ImplSdlGL2_Init(window);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index afd9fe5..e07e6ca 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -34,14 +34,20 @@
     ImGui_ImplSdlGL3_Init(window);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     bool show_test_window = true;
     bool show_another_window = false;
diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp
index 3799017..2def966 100644
--- a/examples/vulkan_example/main.cpp
+++ b/examples/vulkan_example/main.cpp
@@ -626,14 +626,20 @@
     ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
 
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+    // - 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. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'extra_fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //ImGuiIO& io = ImGui::GetIO();
     //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
 
     // Upload Fonts
     {
diff --git a/imgui.h b/imgui.h
index 2ac954d..995b398 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1393,9 +1393,9 @@
     IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
     IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
     IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
-    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);                                       // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
-    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp
-    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
+    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
     IMGUI_API void              ClearTexData();             // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
     IMGUI_API void              ClearInputData();           // Clear the input TTF data (inc sizes, glyph ranges)
     IMGUI_API void              ClearFonts();               // Clear the ImGui-side font data (glyphs storage, UV coordinates)