Revert changing default value of ImTextureID_Invalid to -1. Back to 0. (#9295, #9310, #9293, #8745, #8465, #7090)
Reverts 0db591935f
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@@ -341,10 +341,10 @@ typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or
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#endif
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// Define this if you need to change the invalid value for your backend.
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// - in v1.92.7 (2025/03/12): we changed default value from 0 to -1 as it is a better default, which supports storing offsets/indices.
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// - If this is causing problem with your custom ImTextureID definition, you can add '#define ImTextureID_Invalid' to your imconfig + please report this to GitHub.
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// - If your backend is using ImTextureID to store an index/offset and you need 0 to be valid, You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
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// - From 2026/03/12 to 2026/03/19 we experimented with changing to default to -1, but I worried it would cause too many issues in third-party code so it was reverted.
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#ifndef ImTextureID_Invalid
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#define ImTextureID_Invalid ((ImTextureID)-1)
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#define ImTextureID_Invalid ((ImTextureID)0)
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#endif
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// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
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@@ -3909,8 +3909,8 @@ inline ImTextureID ImTextureRef::GetTexID() const
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// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
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inline ImTextureID ImDrawCmd::GetTexID() const
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{
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// If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index:
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// - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig file.
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// If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index or an offset:
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// - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
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// If you are getting this assert with a renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92+):
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// - You must correctly iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. See docs/BACKENDS.md.
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ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
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