Upgrade `Mesh2D` indices from `u16` to `u32`
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@ -94,7 +94,7 @@ mod bezier {
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layout: Layout<'_>,
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cursor_position: Point,
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) -> (Primitive, MouseCursor) {
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let mut buffer: VertexBuffers<Vertex2D, u16> = VertexBuffers::new();
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let mut buffer: VertexBuffers<Vertex2D, u32> = VertexBuffers::new();
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let mut path_builder = lyon::path::Path::builder();
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let bounds = layout.bounds();
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@ -91,7 +91,7 @@ impl Pipeline {
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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index_format: wgpu::IndexFormat::Uint16,
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffers: &[wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Vertex2D>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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@ -233,5 +233,5 @@ pub struct Mesh2D {
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/// The list of vertex indices that defines the triangles of the mesh.
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///
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/// Therefore, this list should always have a length that is a multiple of 3.
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pub indices: Vec<u16>,
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pub indices: Vec<u32>,
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}
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@ -9,7 +9,7 @@ use crate::{
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pub struct Frame {
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width: f32,
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height: f32,
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buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u16>,
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buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u32>,
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transforms: Transforms,
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}
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