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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
This commit is contained in:
Emil Ernerfeldt
2022-01-15 13:59:52 +01:00
committed by GitHub
parent 6c616a1b69
commit 66d80e2519
59 changed files with 1297 additions and 860 deletions

View File

@@ -66,11 +66,11 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
std::thread::sleep(std::time::Duration::from_millis(10));
}
let (needs_repaint, mut tex_allocation_data, shapes) =
let (needs_repaint, mut textures_delta, shapes) =
integration.update(display.gl_window().window());
let clipped_meshes = integration.egui_ctx.tessellate(shapes);
for (id, image) in tex_allocation_data.creations {
for (id, image) in textures_delta.set {
painter.set_texture(&display, id, &image);
}
@@ -86,13 +86,12 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
&mut target,
integration.egui_ctx.pixels_per_point(),
clipped_meshes,
&integration.egui_ctx.font_image(),
);
target.finish().unwrap();
}
for id in tex_allocation_data.destructions.drain(..) {
for id in textures_delta.free.drain(..) {
painter.free_texture(id);
}