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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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@@ -82,11 +82,11 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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std::thread::sleep(std::time::Duration::from_millis(10));
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}
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let (needs_repaint, mut tex_allocation_data, shapes) =
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let (needs_repaint, mut textures_delta, shapes) =
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integration.update(gl_window.window());
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let clipped_meshes = integration.egui_ctx.tessellate(shapes);
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for (id, image) in tex_allocation_data.creations {
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for (id, image) in textures_delta.set {
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painter.set_texture(&gl, id, &image);
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}
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@@ -99,7 +99,6 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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gl.clear_color(color[0], color[1], color[2], color[3]);
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gl.clear(glow::COLOR_BUFFER_BIT);
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}
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painter.upload_egui_texture(&gl, &integration.egui_ctx.font_image());
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painter.paint_meshes(
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&gl,
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gl_window.window().inner_size().into(),
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@@ -110,8 +109,8 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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gl_window.swap_buffers().unwrap();
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}
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for id in tex_allocation_data.destructions.drain(..) {
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painter.free_texture(id);
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for id in textures_delta.free.drain(..) {
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painter.free_texture(&gl, id);
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}
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{
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