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Rename Triangles to Mesh
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@@ -45,6 +45,7 @@
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#![allow(clippy::manual_range_contains)]
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pub mod color;
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mod mesh;
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pub mod mutex;
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mod shadow;
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mod shape;
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@@ -53,10 +54,10 @@ mod stroke;
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pub mod tessellator;
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pub mod text;
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mod texture_atlas;
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mod triangles;
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pub use {
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color::{Color32, Rgba},
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mesh::{Mesh, Vertex},
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shadow::Shadow,
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shape::Shape,
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stats::PaintStats,
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@@ -64,7 +65,6 @@ pub use {
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tessellator::TessellationOptions,
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text::{Galley, TextStyle},
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texture_atlas::{Texture, TextureAtlas},
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triangles::{Triangles, Vertex},
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};
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pub use ahash;
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@@ -76,7 +76,7 @@ pub use emath;
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/// (so it doesn't do bilinear blending with bottom right corner).
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pub const WHITE_UV: emath::Pos2 = emath::pos2(0.0, 0.0);
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/// What texture to use in a [`Triangles`] mesh.
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/// What texture to use in a [`Mesh`] mesh.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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pub enum TextureId {
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/// The egui font texture.
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@@ -115,7 +115,7 @@ pub struct ClippedShape(
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);
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/// A clip triangle and some textured triangles, all in points (logical pixels).
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pub type PaintJob = (emath::Rect, Triangles);
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pub type PaintJob = (emath::Rect, Mesh);
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/// Grouped by clip rectangles, in points (logical pixels).
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pub type PaintJobs = Vec<PaintJob>;
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