-
Notifications
You must be signed in to change notification settings - Fork 1.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
WGPU PaintCallback Fixes #1704
WGPU PaintCallback Fixes #1704
Conversation
6160a95
to
6927448
Compare
There are suddenly a bunch of warning when running |
Wow, I'll look at that. It must have to do with making all those functions |
Ah, it doesn't happen with |
Oh, I figured it out, it's that all those Edit: Oh, unless those functions should be public so they can be used without So we just need to keep all those functions public, then. |
This allows paint callbacks to access textures allocated by egui, and also hides the functions on the `RenderPass` that users should not need to call.
Depending on the order custom paint callbacks were rendered, some of the egui meshes would previously not be rendered at all in a seemingly random fashion.
38d61ab
to
ba56e4d
Compare
OK, fixed the warnings by making all those |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
awesome, thanks!
Makes a couple of fixes to the WGPU paint callback implementation: