OpenGL example now use the fixed function-pipeline. Code down by 120 lines.
diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp
index cb5b8c4..44d77f5 100644
--- a/examples/opengl_example/main.cpp
+++ b/examples/opengl_example/main.cpp
@@ -2,87 +2,63 @@
 #include <GL/glew.h>
 #include <GLFW/glfw3.h>
 #define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h"				// for .png loading
+#include "stb_image.h"					// for .png loading
 #include "../../imgui.h"
 #ifdef _MSC_VER
-#pragma warning (disable: 4996)		// 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#pragma warning (disable: 4996)			// 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
 #endif
 
 static GLFWwindow* window;
-static GLuint vbo;
-static GLuint vao;
-static GLuint vertexShader;
-static GLuint fragmentShader;
-static GLuint shaderProgram;
 static GLuint fontTex;
 
 // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
+// We are using the fixed pipeline. 
+// A faster way would be to collate all vertices from all cmd_lists into a single vertex buffer
 static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
 {
-	size_t total_vtx_count = 0;
-	for (int n = 0; n < cmd_lists_count; n++)
-		total_vtx_count += cmd_lists[n]->vtx_buffer.size();
-	if (total_vtx_count == 0)
+	if (cmd_lists_count == 0)
 		return;
 
-	// Copy all vertices into a single contiguous GL buffer
-	glBindBuffer(GL_ARRAY_BUFFER, vbo);
-	glBindVertexArray(vao);
-	glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
-	unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
-	if (!buffer_data)
-		return;
-	for (int n = 0; n < cmd_lists_count; n++)
-	{
-		const ImDrawList* cmd_list = cmd_lists[n];
-		memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
-		buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
-	}
-	glUnmapBuffer(GL_ARRAY_BUFFER);
-
 	// Setup render state: alpha-blending enabled, no face culling, no depth testing
 	glEnable(GL_BLEND);
 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 	glDisable(GL_CULL_FACE);
 	glDisable(GL_DEPTH_TEST);
+	//glEnable(GL_SCISSOR_TEST);
+	glEnableClientState(GL_VERTEX_ARRAY);
+	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+	glEnableClientState(GL_COLOR_ARRAY);
 
-	// Bind texture and enable our shader
+	// Bind texture
 	glBindTexture(GL_TEXTURE_2D, fontTex);
-	glUseProgram(shaderProgram);
-	const GLint uniMVP = glGetUniformLocation(shaderProgram, "MVP");
-	const GLint uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
+	glEnable(GL_TEXTURE_2D);
 
-	// Setup orthographic projection matrix
-	const float width = ImGui::GetIO().DisplaySize.x;
-	const float height = ImGui::GetIO().DisplaySize.y;
-	const float mvp[4][4] =
-	{
-		{ 2.0f/width,	0.0f,			0.0f,		0.0f },
-		{ 0.0f,			2.0f/-height,	0.0f,		0.0f },
-		{ 0.0f,			0.0f,			-1.0f,		0.0f },
-		{ -1.0f,		1.0f,			0.0f,		1.0f },
-	};
-	glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
+	// Setup matrices
+	glMatrixMode(GL_PROJECTION);
+	glLoadIdentity();
+	glOrtho(0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
+	glMatrixMode(GL_MODELVIEW);
+	glLoadIdentity();
 
 	// Render command lists
-	int vtx_offset = 0;
 	for (int n = 0; n < cmd_lists_count; n++)
 	{
 		const ImDrawList* cmd_list = cmd_lists[n];
+		const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin();
+		glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer));
+		glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8));
+		glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16));
+
+		int vtx_offset = 0;
 		const ImDrawCmd* pcmd_end = cmd_list->commands.end();
 		for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
 		{
-			glUniform4fv(uniClipRect, 1, (float*)&pcmd->clip_rect);
+			glScissor((int)pcmd->clip_rect.x, (int)pcmd->clip_rect.y, (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
 			glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
 			vtx_offset += pcmd->vtx_count;
 		}
 	}
-
-	// Cleanup GL state
-	glBindTexture(GL_TEXTURE_2D, 0);
-	glBindVertexArray(0);
-	glBindBuffer(GL_ARRAY_BUFFER, 0);
-	glUseProgram(0);
+	glDisable(GL_SCISSOR_TEST);
 }
 
 static const char* ImImpl_GetClipboardTextFn()
@@ -103,42 +79,10 @@
 	free(buf);
 }
 
-// Shader sources
-const GLchar* vertexSource =
-    "#version 150 core\n"
-	"uniform mat4 MVP;"
-    "in vec2 i_pos;"
-	"in vec2 i_uv;"
-	"in vec4 i_col;"
-	"out vec4 col;"
-	"out vec2 pixel_pos;"
-	"out vec2 uv;"
-    "void main() {"
-	"   col = i_col;"
-	"   pixel_pos = i_pos;"
-	"   uv = i_uv;"
-	"   gl_Position = MVP * vec4(i_pos.x, i_pos.y, 0.0f, 1.0f);"
-    "}";
-
-const GLchar* fragmentSource =
-    "#version 150 core\n"
-	"uniform sampler2D Tex;"
-	"uniform vec4 ClipRect;"
-	"in vec4 col;"
-	"in vec2 pixel_pos;"
-	"in vec2 uv;"
-    "out vec4 o_col;"
-    "void main() {"
-    "   o_col = texture(Tex, uv) * col;"
-	//"   if (pixel_pos.x < ClipRect.x || pixel_pos.y < ClipRect.y || pixel_pos.x > ClipRect.z || pixel_pos.y > ClipRect.w) discard;"						// Clipping: using discard
-	//"   if (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w) < 1.0f) discard;"	// Clipping: using discard and step
-	"   o_col.w *= (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w));"			// Clipping: branch-less, set alpha 0.0f
-    "}";
-
 // GLFW callbacks to get events
 static void glfw_error_callback(int error, const char* description)
 {
-    fputs(description, stderr);
+	fputs(description, stderr);
 }
 
 static float mouse_wheel = 0.0f;
@@ -169,29 +113,17 @@
 {
 	glfwSetErrorCallback(glfw_error_callback);
 
-    if (!glfwInit())
-        exit(1);
+	if (!glfwInit())
+		exit(1);
 
-	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
-	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
-	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
-	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
-	glfwWindowHint(GLFW_REFRESH_RATE, 60);
 	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
 	window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
 	glfwMakeContextCurrent(window);
-
 	glfwSetKeyCallback(window, glfw_key_callback);
 	glfwSetScrollCallback(window, glfw_scroll_callback);
 	glfwSetCharCallback(window, glfw_char_callback);
 
-	glewExperimental = GL_TRUE;
 	glewInit();
-
-	// After calling glewInit() our GL error state may be GL_INVALID_ENUM
-	const GLenum err = glGetError();
-	(void)err;
-    IM_ASSERT(err == GL_NO_ERROR || err == GL_INVALID_ENUM);
 }
 
 void InitImGui()
@@ -200,10 +132,10 @@
 	glfwGetWindowSize(window, &w, &h);
 
 	ImGuiIO& io = ImGui::GetIO();
-	io.DisplaySize = ImVec2((float)w, (float)h);			// Display size, in pixels. For clamping windows positions.
-	io.DeltaTime = 1.0f/60.0f;								// Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
-	io.PixelCenterOffset = 0.5f;							// Align OpenGL texels
-	io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;					// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+	io.DisplaySize = ImVec2((float)w, (float)h);            // Display size, in pixels. For clamping windows positions.
+	io.DeltaTime = 1.0f/60.0f;                                // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+	io.PixelCenterOffset = 0.5f;                            // Align OpenGL texels
+	io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;                    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
 	io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
 	io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
 	io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@@ -225,68 +157,11 @@
 	io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
 	io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
 
-	// Setup graphics backend
-	GLint status = GL_TRUE;
-	GLenum err = GL_NO_ERROR;
-	err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
-
-	// Create and compile the vertex shader
-	vertexShader = glCreateShader(GL_VERTEX_SHADER);
-	glShaderSource(vertexShader, 1, &vertexSource, NULL);
-	glCompileShader(vertexShader);
-	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
-	if (status != GL_TRUE)
-	{
-		char buffer[512];
-		glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
-		printf("%s", buffer);
-		IM_ASSERT(status == GL_TRUE);
-	}
-
-	// Create and compile the fragment shader
-	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
-	glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
-	glCompileShader(fragmentShader);
-	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
-	IM_ASSERT(status == GL_TRUE);
-
-	// Link the vertex and fragment shader into a shader program
-	shaderProgram = glCreateProgram();
-	glAttachShader(shaderProgram, vertexShader);
-	glAttachShader(shaderProgram, fragmentShader);
-	glBindFragDataLocation(shaderProgram, 0, "o_col");
-	glLinkProgram(shaderProgram);
-	glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
-	IM_ASSERT(status == GL_TRUE);
-
-	// Create Vertex Buffer Objects & Vertex Array Objects
-	glGenBuffers(1, &vbo);
-	glBindBuffer(GL_ARRAY_BUFFER, vbo);
-	glGenVertexArrays(1, &vao);
-	glBindVertexArray(vao);
-
-	GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
-	glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
-	glEnableVertexAttribArray(posAttrib);
-
-	GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
-	glEnableVertexAttribArray(uvAttrib);
-	glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
-
-	GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
-	glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
-	glEnableVertexAttribArray(colAttrib);
-	err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
-
-	glBindVertexArray(0);
-	glBindBuffer(GL_ARRAY_BUFFER, 0);
-
 	// Load font texture
 	glGenTextures(1, &fontTex);
 	glBindTexture(GL_TEXTURE_2D, fontTex);
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
 	const void* png_data;
 	unsigned int png_size;
 	ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
@@ -299,13 +174,6 @@
 void Shutdown()
 {
 	ImGui::Shutdown();
-
-    glDeleteProgram(shaderProgram);
-    glDeleteShader(fragmentShader);
-    glDeleteShader(vertexShader);
-    glDeleteBuffers(1, &vbo);
-    glDeleteVertexArrays(1, &vao);
-
 	glfwTerminate();
 }
 
@@ -326,10 +194,10 @@
 		time = current_time;
 		double mouse_x, mouse_y;
 		glfwGetCursorPos(window, &mouse_x, &mouse_y);
-		io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);							// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+		io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);                            // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
 		io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
 		io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
-		io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0;			// Mouse wheel: -1,0,+1
+		io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0;            // Mouse wheel: -1,0,+1
 		mouse_wheel = 0.0f;
 		ImGui::NewFrame();
 
@@ -356,7 +224,7 @@
 		if (show_test_window)
 		{
 			// More example code in ShowTestWindow()
-			ImGui::SetNewWindowDefaultPos(ImVec2(650, 20));		// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+			ImGui::SetNewWindowDefaultPos(ImVec2(650, 20));        // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
 			ImGui::ShowTestWindow(&show_test_window);
 		}
 
@@ -367,9 +235,10 @@
 			ImGui::End();
 		}
 
-        // 3) Rendering
-        glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
-        glClear(GL_COLOR_BUFFER_BIT);
+		// 3) Rendering
+		glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+		glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
+		glClear(GL_COLOR_BUFFER_BIT);
 		ImGui::Render();
 
 		glfwSwapBuffers(window);