Fix physical_bounds shadowing in wgpu render
This commit is contained in:
parent
7526d73ad3
commit
7c54bdef10
1 changed files with 6 additions and 3 deletions
|
|
@ -280,13 +280,16 @@ impl Renderer {
|
|||
let scale = Transformation::scale(scale_factor);
|
||||
|
||||
for layer in self.layers.iter() {
|
||||
let Some(scissor_rect) = physical_bounds
|
||||
.intersection(&(layer.bounds * scale_factor))
|
||||
.and_then(Rectangle::snap)
|
||||
let Some(physical_bounds) =
|
||||
physical_bounds.intersection(&(layer.bounds * scale_factor))
|
||||
else {
|
||||
continue;
|
||||
};
|
||||
|
||||
let Some(scissor_rect) = physical_bounds.snap() else {
|
||||
continue;
|
||||
};
|
||||
|
||||
if !layer.quads.is_empty() {
|
||||
engine.quad_pipeline.render(
|
||||
quad_layer,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue