// 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((draw_list->_VtxCurrentIdx>>(sizeof(ImDrawIdx)*8))==0);// Too many vertices in same ImDrawList. See comment above.
IM_ASSERT(((ImU64)draw_list->_VtxCurrentIdx>>(sizeof(ImDrawIdx)*8))==0);// Too many vertices in same ImDrawList. See comment above.