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Texture loading in egui (#1110)
* Move texture allocation into epaint/egui proper * Add TextureHandle * egui_glow: cast using bytemuck instead of unsafe code * Optimize glium painter * Optimize WebGL * Add example of loading an image from file
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@@ -8,6 +8,7 @@ NOTE: [`epaint`](epaint/CHANGELOG.md), [`eframe`](eframe/CHANGELOG.md), [`egui_w
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## Unreleased
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### Added ⭐
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* `Context::load_texture` to convert an image into a texture which can be displayed using e.g. `ui.image(texture, size)` ([#1110](https://github.com/emilk/egui/pull/1110)).
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* Added `Ui::add_visible` and `Ui::add_visible_ui`.
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### Changed 🔧
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@@ -18,6 +19,7 @@ NOTE: [`epaint`](epaint/CHANGELOG.md), [`eframe`](eframe/CHANGELOG.md), [`egui_w
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* `Context` can now be cloned and stored between frames ([#1050](https://github.com/emilk/egui/pull/1050)).
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* Renamed `Ui::visible` to `Ui::is_visible`.
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* Split `Event::Text` into `Event::Text` and `Event::Paste` ([#1058](https://github.com/emilk/egui/pull/1058)).
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* For integrations: `FontImage` has been replaced by `TexturesDelta` (found in `Output`), describing what textures were loaded and freed each frame ([#1110](https://github.com/emilk/egui/pull/1110)).
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### Fixed 🐛
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* Context menu now respects the theme ([#1043](https://github.com/emilk/egui/pull/1043))
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