ImTextureIDTextureId;// User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImDrawCallbackUserCallback;// If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void*UserCallbackData;// The draw callback code can access this.
ImVector<ImVec2>_Path;// [Internal] current path building
int_ChannelCurrent;// [Internal] current channel number (0)
ImVector<ImDrawChannel>_Channels;// [Internal] draw channels for columns API
int_ChannelsCurrent;// [Internal] current channel number (0)
int_ChannelsCount;// [Internal] number of active channels (1+)
ImVector<ImDrawChannel>_Channels;// [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
ImDrawList(){_OwnerName=NULL;Clear();}
~ImDrawList(){ClearFreeMemory();}
@ -1105,8 +1108,8 @@ struct ImDrawList
// Advanced
IMGUI_APIvoidAddCallback(ImDrawCallbackcallback,void*callback_data);// Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_APIvoidAddDrawCmd();// This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible