Render meshes after quads in iced_wgpu

This commit is contained in:
Héctor Ramón Jiménez 2020-04-26 17:09:03 +02:00
parent f9bfa82ebc
commit e87f3acff4

View File

@ -339,6 +339,18 @@ impl Renderer {
) {
let bounds = layer.bounds * scale_factor;
if !layer.quads.is_empty() {
self.quad_pipeline.draw(
device,
encoder,
&layer.quads,
transformation,
scale_factor,
bounds,
target,
);
}
if !layer.meshes.is_empty() {
let scaled = transformation
* Transformation::scale(scale_factor, scale_factor);
@ -355,18 +367,6 @@ impl Renderer {
);
}
if !layer.quads.is_empty() {
self.quad_pipeline.draw(
device,
encoder,
&layer.quads,
transformation,
scale_factor,
bounds,
target,
);
}
#[cfg(any(feature = "image", feature = "svg"))]
{
if !layer.images.is_empty() {