Backends: OpenGL2, OpenGL3, SDLRenderer3: replaced erroneous IM_ASSERT(tex->TexID == 0) calls. (#9295, #9293)

Amend/fix 0db5919 which revealed this.
This commit is contained in:
ocornut
2026-03-12 19:27:50 +01:00
parent 90743d3112
commit 6dbda97fee
5 changed files with 8 additions and 3 deletions

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@@ -47,6 +47,10 @@ Breaking Changes:
indices or memory offsets inside ImTextureID, where 0 might be a valid value.
- If this is causing problem with e.g your custom ImTextureID definition, you can
add '#define ImTextureID_Invalid 0' to your imconfig.h + PLEASE report this to GitHub.
- If you have hardcoded e.g. 'if (tex_id == 0)' checks they should be updated.
e.g. OpenGL2, OpenGL3 and SDLRenderer3 backends incorrectly had 'IM_ASSERT(tex->TexID == 0)'
lines which were replaced with 'IM_ASSERT(tex->TexID == ImTextureID_Invalid)'.
If you have copied or forked backends consider fixing locally. (#9295)
- Separator(): fixed a legacy quirk where Separator() was submitting a zero-height
item for layout purpose, even though it draws a 1-pixel separator.
The fix could affect code e.g. computing height from multiple widgets in order to