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Rename Egui to egui
Also update iamges in README.md
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@@ -1,4 +1,4 @@
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# epaint - Egui Paint Library
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# epaint - egui paint library
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A bare-bones 2D graphics library for turning simple 2D shapes and text into textured triangles.
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@@ -71,7 +71,7 @@ pub use ahash;
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pub use emath;
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/// The UV coordinate of a white region of the texture mesh.
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/// The default Egui texture has the top-left corner pixel fully white.
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/// The default egui texture has the top-left corner pixel fully white.
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/// You need need use a clamping texture sampler for this to work
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/// (so it doesn't do bilinear blending with bottom right corner).
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pub const WHITE_UV: emath::Pos2 = emath::pos2(0.0, 0.0);
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@@ -79,12 +79,12 @@ pub const WHITE_UV: emath::Pos2 = emath::pos2(0.0, 0.0);
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/// What texture to use in a [`Triangles`] mesh.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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pub enum TextureId {
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/// The Egui font texture.
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/// The egui font texture.
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/// If you don't want to use a texture, pick this and the [`WHITE_UV`] for uv-coord.
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Egui,
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/// Your own texture, defined in any which way you want.
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/// Egui won't care. The backend renderer will presumably use this to look up what texture to use.
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/// egui won't care. The backend renderer will presumably use this to look up what texture to use.
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User(u64),
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}
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@@ -25,7 +25,7 @@ pub struct Vertex {
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pub struct Triangles {
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/// Draw as triangles (i.e. the length is always multiple of three).
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///
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/// Egui is NOT consistent with what winding order it uses, so turn off backface culling.
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/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
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pub indices: Vec<u32>,
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/// The vertex data indexed by `indices`.
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