1
0
mirror of https://github.com/emilk/egui.git synced 2026-08-31 22:00:03 -04:00

Rename Egui to egui

Also update iamges in README.md
This commit is contained in:
Emil Ernerfeldt
2021-01-17 14:48:59 +01:00
parent 9dba63fa3f
commit 31b7eda51e
55 changed files with 173 additions and 172 deletions

View File

@@ -43,7 +43,7 @@ const VERTEX_SHADER_SOURCE: &str = r#"
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
// Egui encodes vertex colors in gamma spaces, so we must decode the colors here:
// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
v_rgba = linear_from_srgba(a_srgba);
v_tc = a_tc;
}
@@ -199,7 +199,7 @@ impl Painter {
let height_in_points = height_in_pixels as f32 / pixels_per_point;
if let Some(texture) = self.get_texture(triangles.texture_id) {
// The texture coordinates for text are so that both nearest and linear should work with the Egui font texture.
// The texture coordinates for text are so that both nearest and linear should work with the egui font texture.
// For user textures linear sampling is more likely to be the right choice.
let filter = MagnifySamplerFilter::Linear;
@@ -208,7 +208,7 @@ impl Painter {
u_sampler: texture.sampled().magnify_filter(filter).wrap_function(SamplerWrapFunction::Clamp),
};
// Egui outputs colors with premultiplied alpha:
// egui outputs colors with premultiplied alpha:
let color_blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
@@ -227,7 +227,7 @@ impl Painter {
..Default::default()
};
// Egui outputs triangles in both winding orders:
// egui outputs triangles in both winding orders:
let backface_culling = glium::BackfaceCullingMode::CullingDisabled;
// Transform clip rect to physical pixels:
@@ -273,7 +273,7 @@ impl Painter {
// ------------------------------------------------------------------------
// user textures: this is an experimental feature.
// No need to implement this in your Egui integration!
// No need to implement this in your egui integration!
pub fn alloc_user_texture(&mut self) -> egui::TextureId {
for (i, tex) in self.user_textures.iter_mut().enumerate() {