Render meshes after quads in iced_wgpu
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f9bfa82ebc
commit
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@ -339,6 +339,18 @@ impl Renderer {
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) {
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let bounds = layer.bounds * scale_factor;
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if !layer.quads.is_empty() {
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self.quad_pipeline.draw(
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device,
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encoder,
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&layer.quads,
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transformation,
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scale_factor,
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bounds,
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target,
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);
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}
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if !layer.meshes.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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@ -355,18 +367,6 @@ impl Renderer {
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);
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}
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if !layer.quads.is_empty() {
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self.quad_pipeline.draw(
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device,
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encoder,
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&layer.quads,
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transformation,
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scale_factor,
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bounds,
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target,
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);
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}
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#[cfg(any(feature = "image", feature = "svg"))]
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{
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if !layer.images.is_empty() {
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