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* using a shared vertex & index buffer in wgpu renderer capacity each doubles when exceeded. This change means a lot less allocation during egui's lifetime. * changelog update * minor code cleanup and changelog fix * fix linter issue
1.1 KiB
1.1 KiB
Changelog for egui-wgpu
All notable changes to the egui-wgpu integration will be noted in this file.
Unreleased
- Renamed
RenderPasstoRenderer. - Renamed
RenderPass::executetoRenderPass::render. - Renamed
RenderPass::execute_with_renderpasstoRenderer::render(replacing existingRenderer::render) - Reexported
Renderer. Rendererno longer handles pass creation and depth buffer creation (#2136)PrepareCallbacknow passeswgpu::CommandEncoder(#2136)- Only a single vertex & index buffer is now created and resized when necessary (previously, vertex/index buffers were allocated for every mesh) (#2148).
0.19.0 - 2022-08-20
- Enables deferred render + surface state initialization for Android (#1634).
- Make
RenderPassSendandSync(#1883).
0.18.0 - 2022-05-15
First published version since moving the code into the egui repository from https://github.com/LU15W1R7H/eww.