IM_ASSERT(g.Initialized);// Forgot to call ImGui::NewFrame()
if(g.FrameCountEnded!=g.FrameCount)
ImGui::EndFrame();
g.FrameCountRendered=g.FrameCount;
// Skip render altogether if alpha is 0.0
// Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false.
// Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or consistently respond to Begin() returning false.
inlineImGuiWindow*GetCurrentWindowRead(){ImGuiState&g=*GImGui;returng.CurrentWindow;}// If this ever crash it means that ImGui::NewFrame() has never been called (which is illegal). We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
// If this ever crash because g.CurrentWindow is NULL it means that either
// - ImGui::NewFrame() has never been called, which is illegal.
// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.