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-** THIS PAGE WAS A PROPOSAL AND HAS NEVER BEEN UPDATED, PREFER REFERRING TO EXAMPLES/ **
-
-\* **This page is a proposal that has been given up on** \*
-\* Please refer to imgui.cpp and regular examples/ for up to date instructions \*
-
-This article will guide you through getting up and running using GLFW with as many assumptions about your system as possible. ImGui is completely hardware/library agnostic and runs on everything, you only need to feed it with inputs and render textured triangles as output. As such, GLFW is merely used a convenient example because it is simple to use and popular.
-
-![image](https://cloud.githubusercontent.com/assets/2152766/14699172/7591cd04-078d-11e6-83ca-7f95977dd4e8.png)
-
-**You will learn**
-
-- How this project is organised
-- How to open a window using GLFW
-- How to render an ImGui window into the GLFW window
-- How to render text into the ImGui window
-
-**You are**
-
-- On Linux
-- Using C++11
-- Using OpenGL 3.3 or above, core profile
-- Using clang 3.4 or above
-- Using glfw 3.0 or above
-
-
-
-
-
-### Organisation
-
-```
-| File | Description
-|--------------------|--------------------
-| imgui/ |
-| examples/ | Some examples for various backends and windowing libraries
-| extra_fonts/ | Optional assets
-| imconfig.h | Configuration file
-| imgui.cpp |
-| imgui.h |
-| imgui_demo.cpp | Demonstration code, useful to keep around, run and learn about imgui
-| imgui_draw.cpp |
-| imgui_internal.h | Internal details, without guarantee of backward compatibility
-| stb_* | External library
-```
-
-
-
-
-
-### Layout
-
-This is the layout of your code.
-
-```
-| Directory | Description
-|---------------------|----------------------------------
-| myproject/ |
-| build/ | Output goes here
-| include/ | Any include files you may eventually have
-| ext/ | External projects
-| glfw/ |
-| imgui/ |
-| src/ |
-| main.cpp | Your single source file
-| build.sh | Your build script
-```
-
-```bash
-$ cd myproject/ext
-$ git clone https://github.com/ocornut/imgui.git
-$ git clone https://github.com/glfw/glfw.git
-```
-
-
-
-
-### Build
-
-Here is how your code will be built.
-
-```bash
-$ cd myproject
-$ ./build.sh
-```
-
-**build.sh**
-
-```bash
-#!/usr/bin/env bash
-
-mkdir -p build && \
-pushd build && \
-clang++ \
- -o main \
- ../ext/imgui/imgui.cpp \
- ../ext/imgui/imgui_draw.cpp \
- ../src/main.cpp \
- -Wall \
- -g `# Generate complete debug info` \
- -std=c++11 \
- -I ../include \
- -I ../ext/glfw/include \
- -I ../ext/imgui \
- -L ../lib \
- -lglfw3 \
- -lGL \
- -lGLU \
- -lX11 \
- -lXxf86vm \
- -lXrandr \
- -lpthread \
- -lXi \
- -lXinerama \
- -lXcursor && \
-popd || exit 1
-```
-
-
-
-
-
-### Source
-
-Here is the source.
-
-**main.cpp**
-
-```cpp
-// dear imgui minimal example.
-
-#include
-#include "GLFW/glfw3.h"
-#include "imgui.h"
-
-void setup(GLFWwindow* window);
-void renderer(ImDrawData* draw_data);
-
-int main(void)
-{
- if (!glfwInit())
- {
- exit(EXIT_FAILURE);
- }
-
- static GLFWwindow* window {
- glfwCreateWindow(320, 240, "Simple example", NULL, NULL)
- };
-
- if (!window)
- {
- glfwTerminate();
- exit(EXIT_FAILURE);
- }
-
- glfwMakeContextCurrent(window);
-
- // Close window on pressing ESC
- glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods) {
- if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
- glfwSetWindowShouldClose(window, GL_TRUE);
- });
-
- setup(window);
-
- glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
- while (!glfwWindowShouldClose(window))
- {
- glClear(GL_COLOR_BUFFER_BIT);
-
- glfwPollEvents();
-
- // Use ImGui functions between here and Render()
- ImGui::NewFrame();
-
- // This creates a window
- ImGui::Begin("Window Title Here");
- ImGui::Text("Hello, world!");
- ImGui::End();
-
- // ImGui functions end here
- ImGui::Render();
-
- glfwSwapBuffers(window);
- }
-
- glfwDestroyWindow(window);
- glfwTerminate();
-
- exit(EXIT_SUCCESS);
-}
-
-/*! /brief Initialise the ImGuiIO struct.
- *
- * The ImGuiIO struct is the main configuration and
- * I/O between your application and ImGui.
- */
-void setup(GLFWwindow* window)
-{
- unsigned char* pixels;
- int width,
- height,
- display_width,
- display_height;
- GLuint g_FontTexture;
- ImGui::CreateContext();
- ImGuiIO& io { ImGui::GetIO() };
-
- io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
-
- // Get display size
- glfwGetWindowSize(window, &width, &height);
- glfwGetFramebufferSize(window, &display_width, &display_height);
-
- io.DisplaySize = ImVec2((float)width, (float)height);
- io.RenderDrawListsFn = renderer;
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-/*! /brief Boilerplate function for OpenGL 2.0 rendering.
- *
- * This function isn't written by us, but is mandatory
- * boilerplate from the library. It can be copy/pasted
- * into your projects, but should really be part of the
- * library itself?
- */
-void renderer(ImDrawData* draw_data)
-{
- ImGuiIO& io { ImGui::GetIO() };
- int fb_width { (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x) };
- int fb_height { (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y) };
-
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
-
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
- 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);
- glEnable(GL_TEXTURE_2D);
-
- // Setup viewport, orthographic projection matrix
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- // Render command lists
- #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
- const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
- #undef OFFSETOF
-
- // Restore modified state
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glBindTexture(GL_TEXTURE_2D, last_texture);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
-}
-```
-
-
-
-
-
-#### TODO
-
-Here are some ideas for how to improve and shorten this article.
-
-- Add screenshot of result
-- Reduce requirements, such as C++11
-- Increase compatibility, such as including a cl.exe build script.
-- Remove lines that aren't absolutely critical
-- Remove `renderer()` - Seems unnecessary and better included with ImGui?
-- Remove need to manually upload texture to GPU in `setup()`, can/should be included in ImGui?
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