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Refactor egui_glium with new EguiGlium wrapper and standalone example
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@@ -92,30 +92,23 @@ impl Painter {
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self.egui_texture_version = Some(texture.version);
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}
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/// Main entry-point for painting a frame
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/// Main entry-point for painting a frame.
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/// You should call `target.clear_color(..)` before
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/// and `target.finish()` after this.
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pub fn paint_meshes(
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&mut self,
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display: &glium::Display,
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target: &mut Frame,
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pixels_per_point: f32,
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clear_color: egui::Rgba,
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cipped_meshes: Vec<egui::ClippedMesh>,
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egui_texture: &egui::Texture,
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) {
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self.upload_egui_texture(display, egui_texture);
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self.upload_pending_user_textures(display);
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let mut target = display.draw();
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// Verified to be gamma-correct.
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target.clear_color(
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clear_color[0],
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clear_color[1],
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clear_color[2],
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clear_color[3],
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);
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for egui::ClippedMesh(clip_rect, mesh) in cipped_meshes {
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self.paint_mesh(&mut target, display, pixels_per_point, clip_rect, &mesh)
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self.paint_mesh(target, display, pixels_per_point, clip_rect, &mesh)
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}
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target.finish().unwrap();
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}
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#[inline(never)] // Easier profiling
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