Posted December 19, 2017 by babyjeans
Fixed some nasty issues with trying to use imguigml_image
with surfaces... it potentially could access texture pointers that were no longer valid - so I've added the new imguigml_surface
call that helps ensure the surface exists before we try to draw it.
Stay tuned for more control over when ImGuiGML draws (Draw vs DrawGUI) and more fixes!
Changelist for version 1.2.3
imguigml_surface
and refactored how sprite and 'image' works. imguigml_image
still takes a texture pointer, but there's rarely a reason to use it.draw_add_rect_filled
imguigml_sprite
imguigml_button
now accepts 1 param for sizeimguigml_color_convert_
gml / u32 functions being backwards