// Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per window)
// If this assert triggers because you are drawing lots of stuff manually, you can:
// A) Add '#define ImDrawIdx unsigned int' in imconfig.h to set the index size to 4 bytes. You'll need to handle the 4-bytes indices to your renderer.
// For example, the OpenGL example code detect index size at compile-time by doing:
// Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use thre Metrics window to inspect draw list contents.
// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
// You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
// Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API.
// B) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists.
IM_ASSERT(((ImU64)draw_list->_VtxCurrentIdx>>(sizeof(ImDrawIdx)*8))==0);// Too many vertices in same ImDrawList. See comment above.
// C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists.
if(sizeof(ImDrawIdx)==2)
IM_ASSERT(draw_list->_VtxCurrentIdx<(1<<16)&&"Too many vertices in ImDrawList using 16-bit indices. Read comment above");