Migrate geometry example to new Renderer API
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1 changed files with 91 additions and 91 deletions
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@ -11,10 +11,11 @@ mod rainbow {
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// if you wish to, by creating your own `Renderer` trait, which could be
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// if you wish to, by creating your own `Renderer` trait, which could be
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// implemented by `iced_wgpu` and other renderers.
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// implemented by `iced_wgpu` and other renderers.
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use iced_graphics::renderer::{self, Renderer};
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use iced_graphics::renderer::{self, Renderer};
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use iced_graphics::Backend;
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use iced_graphics::{Backend, Primitive};
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use iced_native::{
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use iced_native::{
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layout, Element, Hasher, Layout, Length, Point, Rectangle, Size, Widget,
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layout, Element, Hasher, Layout, Length, Point, Rectangle, Size,
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Vector, Widget,
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};
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};
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pub struct Rainbow;
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pub struct Rainbow;
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@ -51,102 +52,101 @@ mod rainbow {
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fn draw(
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fn draw(
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&self,
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&self,
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_renderer: &mut Renderer<B>,
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renderer: &mut Renderer<B>,
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_style: &renderer::Style,
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_style: &renderer::Style,
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_layout: Layout<'_>,
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layout: Layout<'_>,
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_cursor_position: Point,
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cursor_position: Point,
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_viewport: &Rectangle,
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_viewport: &Rectangle,
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) {
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) {
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// use iced_graphics::triangle::{Mesh2D, Vertex2D};
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use iced_graphics::triangle::{Mesh2D, Vertex2D};
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// let b = layout.bounds();
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use iced_native::Renderer as _;
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// // R O Y G B I V
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let b = layout.bounds();
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// let color_r = [1.0, 0.0, 0.0, 1.0];
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// let color_o = [1.0, 0.5, 0.0, 1.0];
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// let color_y = [1.0, 1.0, 0.0, 1.0];
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// let color_g = [0.0, 1.0, 0.0, 1.0];
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// let color_gb = [0.0, 1.0, 0.5, 1.0];
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// let color_b = [0.0, 0.2, 1.0, 1.0];
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// let color_i = [0.5, 0.0, 1.0, 1.0];
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// let color_v = [0.75, 0.0, 0.5, 1.0];
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// let posn_center = {
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// R O Y G B I V
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// if b.contains(cursor_position) {
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let color_r = [1.0, 0.0, 0.0, 1.0];
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// [cursor_position.x - b.x, cursor_position.y - b.y]
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let color_o = [1.0, 0.5, 0.0, 1.0];
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// } else {
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let color_y = [1.0, 1.0, 0.0, 1.0];
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// [b.width / 2.0, b.height / 2.0]
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let color_g = [0.0, 1.0, 0.0, 1.0];
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// }
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let color_gb = [0.0, 1.0, 0.5, 1.0];
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// };
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let color_b = [0.0, 0.2, 1.0, 1.0];
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let color_i = [0.5, 0.0, 1.0, 1.0];
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let color_v = [0.75, 0.0, 0.5, 1.0];
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// let posn_tl = [0.0, 0.0];
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let posn_center = {
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// let posn_t = [b.width / 2.0, 0.0];
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if b.contains(cursor_position) {
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// let posn_tr = [b.width, 0.0];
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[cursor_position.x - b.x, cursor_position.y - b.y]
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// let posn_r = [b.width, b.height / 2.0];
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} else {
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// let posn_br = [b.width, b.height];
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[b.width / 2.0, b.height / 2.0]
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// let posn_b = [(b.width / 2.0), b.height];
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}
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// let posn_bl = [0.0, b.height];
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};
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// let posn_l = [0.0, b.height / 2.0];
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// (
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let posn_tl = [0.0, 0.0];
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// Primitive::Translate {
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let posn_t = [b.width / 2.0, 0.0];
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// translation: Vector::new(b.x, b.y),
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let posn_tr = [b.width, 0.0];
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// content: Box::new(Primitive::Mesh2D {
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let posn_r = [b.width, b.height / 2.0];
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// size: b.size(),
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let posn_br = [b.width, b.height];
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// buffers: Mesh2D {
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let posn_b = [(b.width / 2.0), b.height];
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// vertices: vec![
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let posn_bl = [0.0, b.height];
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// Vertex2D {
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let posn_l = [0.0, b.height / 2.0];
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// position: posn_center,
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// color: [1.0, 1.0, 1.0, 1.0],
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let mesh = Primitive::Mesh2D {
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// },
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size: b.size(),
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// Vertex2D {
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buffers: Mesh2D {
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// position: posn_tl,
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vertices: vec![
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// color: color_r,
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Vertex2D {
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// },
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position: posn_center,
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// Vertex2D {
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color: [1.0, 1.0, 1.0, 1.0],
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// position: posn_t,
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},
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// color: color_o,
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Vertex2D {
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// },
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position: posn_tl,
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// Vertex2D {
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color: color_r,
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// position: posn_tr,
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},
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// color: color_y,
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Vertex2D {
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// },
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position: posn_t,
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// Vertex2D {
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color: color_o,
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// position: posn_r,
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},
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// color: color_g,
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Vertex2D {
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// },
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position: posn_tr,
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// Vertex2D {
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color: color_y,
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// position: posn_br,
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},
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// color: color_gb,
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Vertex2D {
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// },
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position: posn_r,
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// Vertex2D {
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color: color_g,
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// position: posn_b,
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},
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// color: color_b,
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Vertex2D {
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// },
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position: posn_br,
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// Vertex2D {
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color: color_gb,
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// position: posn_bl,
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},
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// color: color_i,
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Vertex2D {
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// },
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position: posn_b,
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// Vertex2D {
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color: color_b,
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// position: posn_l,
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},
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// color: color_v,
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Vertex2D {
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// },
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position: posn_bl,
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// ],
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color: color_i,
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// indices: vec![
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},
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// 0, 1, 2, // TL
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Vertex2D {
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// 0, 2, 3, // T
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position: posn_l,
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// 0, 3, 4, // TR
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color: color_v,
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// 0, 4, 5, // R
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},
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// 0, 5, 6, // BR
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],
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// 0, 6, 7, // B
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indices: vec![
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// 0, 7, 8, // BL
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0, 1, 2, // TL
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// 0, 8, 1, // L
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0, 2, 3, // T
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// ],
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0, 3, 4, // TR
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// },
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0, 4, 5, // R
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// }),
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0, 5, 6, // BR
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// },
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0, 6, 7, // B
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// mouse::Interaction::default(),
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0, 7, 8, // BL
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// )
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0, 8, 1, // L
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// TODO
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],
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},
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};
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renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
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renderer.draw_primitive(mesh);
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});
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}
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}
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}
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}
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