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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@@ -398,6 +398,7 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
- 2026/03/12 (1.92.7) - Changed default ImTextureID_Invalid to -1 instead of 0 if not #define-d. (#9293, #8745, #8465, #7090)
It seems like a better default since it will work with backends storing 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 hard-coded 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)'. (#9295)
- 2026/02/26 (1.92.7) - 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 allocate vertical space for a footer or multi-line status bar. (#2657, #9263)
The "Console" example had such a bug: