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Rename Triangles to Mesh
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@@ -302,26 +302,26 @@ fn vertex_gradient(ui: &mut Ui, bg_fill: Color32, gradient: &Gradient) -> Respon
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use egui::paint::*;
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let (rect, response) = ui.allocate_at_least(GRADIENT_SIZE, Sense::hover());
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if bg_fill != Default::default() {
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let mut triangles = Triangles::default();
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triangles.add_colored_rect(rect, bg_fill);
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ui.painter().add(Shape::triangles(triangles));
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let mut mesh = Mesh::default();
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mesh.add_colored_rect(rect, bg_fill);
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ui.painter().add(Shape::mesh(mesh));
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}
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{
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let n = gradient.0.len();
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assert!(n >= 2);
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let mut triangles = Triangles::default();
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let mut mesh = Mesh::default();
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for (i, &color) in gradient.0.iter().enumerate() {
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let t = i as f32 / (n as f32 - 1.0);
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let x = lerp(rect.x_range(), t);
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triangles.colored_vertex(pos2(x, rect.top()), color);
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triangles.colored_vertex(pos2(x, rect.bottom()), color);
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mesh.colored_vertex(pos2(x, rect.top()), color);
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mesh.colored_vertex(pos2(x, rect.bottom()), color);
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if i < n - 1 {
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let i = i as u32;
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triangles.add_triangle(2 * i, 2 * i + 1, 2 * i + 2);
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triangles.add_triangle(2 * i + 1, 2 * i + 2, 2 * i + 3);
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mesh.add_triangle(2 * i, 2 * i + 1, 2 * i + 2);
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mesh.add_triangle(2 * i + 1, 2 * i + 2, 2 * i + 3);
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}
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}
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ui.painter().add(Shape::triangles(triangles));
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ui.painter().add(Shape::mesh(mesh));
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}
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response
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}
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