## Forward compatibility (GLFW_OPENGL_FORWARD_COMPAT)
Fix for error 65543 on macOS:
Error `65543`: NSGL: The targeted version of OS X only supports forward-compatible contexts for OpenGL 3.2 and above
Quote from docs:
GLFW_OPENGL_FORWARD_COMPAT specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above.
Other parts of the draw_list code simply fail more or less silently when the
buffers fill up. The user could allocate bigger buffers and try again, except
that these particular functions assert when they fail to allocate the buffer.
Nuklear now comes in two flavours. For ones there is the single-header
version for distribution and multiple files inside the /src folder for
development and better readability. Since I don't want to manually
update each version if the other changes the /src directory includes a
python script developed by Apoorva Joshi to pack all files inside the
directory into a single header file.
Previously `nk_clear` with optional vertex output enabled would try and
clear each passed buffer from `nk_convert` if called. Problems arise
if each buffer was specified previously in own code block outside
`nk_clear`.
Overall the buffer clearing was an overreaching measure of `nk_clear`
and I hope not to many tried to make use of it. In general the buffer
is owned by the user of nuklear and not nuklear itself.
Therefore it does not make sense for nuklear to access it after
`nk_convert` was successfully completed.
Sorry for any inconvenience caused by this breaking change.
Opening and closing a set of windows with at least one other window
active caused flickering if a window as closed. Reason was a missing
check inside `nk_build` that did not skip newly closed windows.
I am not 100% sure but this could also affect #637 but I still needs to
be tested.
No idea what happend but for some reason I accidentally removed
`nk_image_color`. I don't think there is any reason why it should have
been removed so I added it back in.
Use the framebuffer pitch to calculate the correct offset.
Fixes garbled rendering on framebuffer that have
pitch != x_resolution * bpp / 8.
The demo application is unaffected as the pitch always aligns with
the x resolution of the window.
Signed-off-by: Patrick Rudolph <siro@das-labor.org>