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wgpu renderer no longer creates a sampler with every texture (#2198)

This commit is contained in:
Andreas Reich
2022-10-30 15:14:45 +01:00
committed by GitHub
parent f7a15a34f9
commit 53b800502a
3 changed files with 25 additions and 15 deletions

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@@ -10,6 +10,7 @@ All notable changes to the `egui-wgpu` integration will be noted in this file.
* `Renderer` no longer handles pass creation and depth buffer creation ([#2136](https://github.com/emilk/egui/pull/2136))
* `PrepareCallback` now passes `wgpu::CommandEncoder` ([#2136](https://github.com/emilk/egui/pull/2136))
* Only a single vertex & index buffer is now created and resized when necessary (previously, vertex/index buffers were allocated for every mesh) ([#2148](https://github.com/emilk/egui/pull/2148)).
* `Renderer::update_texture` no longer creates a new `wgpu::Sampler` with every new texture ([#2198](https://github.com/emilk/egui/pull/2198))
## 0.19.0 - 2022-08-20
* Enables deferred render + surface state initialization for Android ([#1634](https://github.com/emilk/egui/pull/1634)).