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voidSetTexID(ImTextureID tex_id){ TexID = tex_id; } // Called by the Renderer backend after creating or destroying the texture. Never modify TexID directly!
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};
@@ -3852,11 +3852,12 @@ struct ImFont
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// We added an indirection to avoid patching ImDrawCmd after texture updates but this could be a solution too.
IM_ASSERT((TexRef._TexData == NULL || tex_id != ImTextureID_Invalid) && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID()!");
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