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Fixed an issue where corrupt textures could get rendered.
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@ -384,8 +384,8 @@ void ImageComponent::updateColors()
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void ImageComponent::render(const glm::mat4& parentTrans)
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{
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if (!isVisible() || mTexture == nullptr ||
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(mTargetSize == glm::vec2 {0.0f, 0.0f} && mSize == glm::vec2 {0.0f, 0.0f}))
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if (!isVisible() || mTexture == nullptr || mTargetSize == glm::vec2 {0.0f, 0.0f} ||
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mSize == glm::vec2 {0.0f, 0.0f})
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return;
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glm::mat4 trans {parentTrans * getTransform()};
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@ -485,6 +485,7 @@ void TextListComponent<T>::applyTheme(const std::shared_ptr<ThemeData>& theme,
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bool tile = elem->has("selectorImageTile") && elem->get<bool>("selectorImageTile");
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mSelectorImage.setImage(path, tile);
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mSelectorImage.setSize(mSize.x, mSelectorHeight);
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mSelectorImage.setResize(mSize.x, mSelectorHeight);
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mSelectorImage.setColorShift(mSelectorColor);
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mSelectorImage.setColorShiftEnd(mSelectorColorEnd);
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}
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