IM_ASSERT(io.Fonts->IsBuilt());// Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
IM_ASSERT(io.Fonts->IsBuilt()&&"Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size
// Setup display size (every frame to accommodate for window resizing)
IM_ASSERT(io.Fonts->IsBuilt());// Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
IM_ASSERT(io.Fonts->IsBuilt()&&"Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
IM_ASSERT(io.Fonts->IsBuilt()&&"Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
// (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.