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wgpu renderer now always requires a RenderPass being passed in, pass command encoder to prepare callback (#2136)
* wgpu renderer now always requires a RenderPass being passed in This also implies that it no longer owns the depth buffer! (why would it anyways!) * wgpu-renderer now passes a command encoder to prepare * add changelog entries * fixup changelogs, fix variable name
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@@ -138,7 +138,7 @@ impl Custom3d {
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// The paint callback is called after prepare and is given access to the render pass, which
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// can be used to issue draw commands.
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let cb = egui_wgpu::CallbackFn::new()
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.prepare(move |device, queue, paint_callback_resources| {
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.prepare(move |device, queue, _encoder, paint_callback_resources| {
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let resources: &TriangleRenderResources = paint_callback_resources.get().unwrap();
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resources.prepare(device, queue, angle);
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})
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