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Add texture filters to changelogs and improve docs
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@@ -26,35 +26,6 @@ impl RetainedImage {
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}
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}
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/// Set the texture filter to use for the image.
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///
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/// **Note:** If the texture has already been uploaded to the GPU, this will require
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/// re-uploading the texture with the updated filter.
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///
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/// # Example
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/// ```rust
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/// # use egui_extras::RetainedImage;
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/// # use egui::{Color32, epaint::{ColorImage, textures::TextureFilter}};
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/// # let pixels = vec![Color32::BLACK];
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/// # let color_image = ColorImage {
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/// # size: [1, 1],
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/// # pixels,
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/// # };
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/// #
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/// // Upload a pixel art image without it getting blurry when resized
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/// let image = RetainedImage::from_color_image("my_image", color_image)
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/// .with_texture_filter(TextureFilter::Nearest);
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/// ```
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pub fn with_texture_filter(mut self, filter: TextureFilter) -> Self {
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self.filter = filter;
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// If the texture has already been uploaded, this will force it to be re-uploaded with the
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// updated filter.
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*self.texture.lock() = None;
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self
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}
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/// Load a (non-svg) image.
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///
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/// Requires the "image" feature. You must also opt-in to the image formats you need
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@@ -94,6 +65,35 @@ impl RetainedImage {
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Self::from_svg_bytes(debug_name, svg_str.as_bytes())
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}
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/// Set the texture filter to use for the image.
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///
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/// **Note:** If the texture has already been uploaded to the GPU, this will require
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/// re-uploading the texture with the updated filter.
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///
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/// # Example
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/// ```rust
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/// # use egui_extras::RetainedImage;
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/// # use egui::{Color32, epaint::{ColorImage, textures::TextureFilter}};
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/// # let pixels = vec![Color32::BLACK];
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/// # let color_image = ColorImage {
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/// # size: [1, 1],
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/// # pixels,
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/// # };
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/// #
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/// // Upload a pixel art image without it getting blurry when resized
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/// let image = RetainedImage::from_color_image("my_image", color_image)
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/// .with_texture_filter(TextureFilter::Nearest);
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/// ```
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pub fn with_texture_filter(mut self, filter: TextureFilter) -> Self {
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self.filter = filter;
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// If the texture has already been uploaded, this will force it to be re-uploaded with the
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// updated filter.
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*self.texture.lock() = None;
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self
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}
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/// The size of the image data (number of pixels wide/high).
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pub fn size(&self) -> [usize; 2] {
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self.size
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