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synced 2026-08-29 04:40:03 -04:00
Fix some minor clippy lints from the future
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@@ -77,6 +77,7 @@ pub use emath;
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pub use ecolor::hex_color;
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/// The UV coordinate of a white region of the texture mesh.
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///
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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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@@ -222,7 +222,7 @@ impl Mesh {
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pub fn split_to_u16(self) -> Vec<Mesh16> {
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debug_assert!(self.is_valid());
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const MAX_SIZE: u32 = std::u16::MAX as u32;
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const MAX_SIZE: u32 = u16::MAX as u32;
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if self.vertices.len() <= MAX_SIZE as usize {
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// Common-case optimization:
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@@ -1537,7 +1537,7 @@ impl Tessellator {
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///
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/// * `mesh`: the mesh to tessellate.
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/// * `out`: triangles are appended to this.
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pub fn tessellate_mesh(&mut self, mesh: &Mesh, out: &mut Mesh) {
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pub fn tessellate_mesh(&self, mesh: &Mesh, out: &mut Mesh) {
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if !mesh.is_valid() {
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debug_assert!(false, "Invalid Mesh in Shape::Mesh");
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return;
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