Update documentation for built-in renderers
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glow/README.md
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# `iced_glow`
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[][documentation]
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[](https://crates.io/crates/iced_glow)
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[](https://github.com/hecrj/iced/blob/master/LICENSE)
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[](https://iced.zulipchat.com)
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`iced_glow` is a [`glow`] renderer for [`iced_native`]. This renderer supports OpenGL 3.0+ and OpenGL ES 2.0.
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This is renderer is mostly used as a fallback for hardware that doesn't support [`wgpu`] (Vulkan, Metal or DX12).
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Currently, `iced_glow` supports the following primitives:
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- Text, which is rendered using [`glow_glyph`]. No shaping at all.
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- Quads or rectangles, with rounded borders and a solid background color.
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- Clip areas, useful to implement scrollables or hide overflowing content.
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- Meshes of triangles, useful to draw geometry freely.
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<p align="center">
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<img alt="The native target" src="../docs/graphs/native.png" width="80%">
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</p>
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[documentation]: https://docs.rs/iced_glow
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[`iced_native`]: ../native
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[`glow`]: https://github.com/grovesNL/glow
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[`wgpu`]: https://github.com/gfx-rs/wgpu
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[`glow_glyph`]: https://github.com/hecrj/glow_glyph
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## Installation
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Add `iced_glow` as a dependency in your `Cargo.toml`:
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```toml
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iced_glow = "0.2"
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```
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__Iced moves fast and the `master` branch can contain breaking changes!__ If
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you want to learn about a specific release, check out [the release list].
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[the release list]: https://github.com/hecrj/iced/releases
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## Current limitations
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The current implementation is quite naive, it uses:
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- A different pipeline/shader for each primitive
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- A very simplistic layer model: every `Clip` primitive will generate new layers
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- _Many_ render passes instead of preparing everything upfront
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- A glyph cache that is trimmed incorrectly when there are multiple layers (a [`glyph_brush`] limitation)
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Some of these issues are already being worked on! If you want to help, [get in touch!]
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[get in touch!]: ../CONTRIBUTING.md
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[`glyph_brush`]: https://github.com/alexheretic/glyph-brush
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