As discusses in this twitter thread: https://twitter.com/FlohOfWoe/status/715994448484761600
I can reproduce the problem in the original imgui examples (tested in opengl3_example, opengl_example and directx11_example, see screenshots below). I am compiling from my 'fips' wrapper project here, however, this shouldn't make a difference (e.g. the problem can't be in the render-wrapper of my Oryol engine, since the original samples are used).
To reproduce:
Screenshots:
opengl3_example, OSX, anti-aliased lines off:

opengl3_example, OSX, anti-aliased lines on:

...and some DX11 screenshots coming up (need to switch machines):
directx11_example, antialiased lines off:

directx11_example, antialiased lines on:

Windows screenshots unfortunately appear blurry probably because the examples don't set the DPI-Awareness, but the bottom-right pixel is missing, and the top-level-pixel appears brighter
Btw, here's how I handle HighDPI on Windows in Oryol (at the the dpiAwarenessProc() or dpiAwareProc() functions should be called to prevent Windows from 'guessing' and do backward-compatibility-upscaling): https://github.com/floooh/oryol/blob/master/code/Modules/Gfx/win/winDisplayMgr.cc#L233)
Thanks!
Which setting did you use to create this shot? It has a missing pixel on the upper-right of frames.

These are the settings I'm using there:
ImGuiStyle style = ImGui::GetStyle();
style.WindowRounding = 0.0f;
style.Alpha = 1.0f;
style.WindowFillAlphaDefault = 1.0f;
style.WindowTitleAlign = ImGuiAlign_Center;
style.TouchExtraPadding = ImVec2(5.0f, 5.0f);
style.AntiAliasedLines = false;
style.AntiAliasedShapes = false;
...but the culprit is the definitely the AntiAliasedLines flag, switching this on fixes the issue completely in the emulator's UI (I switched AA off because one of the 2 anti-alias options caused a noticeable performance drop on really low-end devices (older mobile and RaspberryPi) if I remember right).
You'd want to look at ImDrawList::AddRect() > PathRect > PathStroke > AddPolyline sequence. Actual rendering is in AddPolyline it is a generic poly line tracer that generate 2 triangles for each line.
You may experimentally alter some of the value in some of those functions or attempt to unroll that loop with known value to get a better understanding of it and begin to find a solution.
This is looking fairly tricky. Too exhausted to look today :/
DO NOT RESIZE THE WINDOW
Do you mean the imgui window or the host window and framebuffer?
The imgui window.
In the meantime I've uploaded a new version of the emulator which has anti-aliased lines on, so that the artefact disappears, but it is possible to get the old behaviour with a new menu-item under "Settings".
Another interesting thing I just noticed: whether the missing pixel is in the top-right-corner or bottom-right-corner seems to flip from build to build (at least in the emscripten version). I had one build where the missing pixel was bottom-right, and the next build it was top-left, but it seems to be consistent between restarts of the the same build.
I'll see if I can put some time into analyzing the problem, but it's not super-critical for me (especially since switching on AA for lines fixes it).
Btw the Metrics Window now allows you to inspect individual vertices.

Here the top 2 triangles are the background frame, and the 8 following triangles are the 4 lines around the frame (2 triangles per line).
Stumbled on this ooold issue while looking for something.. This has been fixed last year in #1646.