Clear frames explicitly in integration example
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2 changed files with 37 additions and 56 deletions
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@ -154,37 +154,19 @@ pub fn main() {
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&wgpu::CommandEncoderDescriptor { label: None },
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);
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// We draw the scene first
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let program = state.program();
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scene.draw(
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&mut encoder,
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&frame.view,
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program.background_color(),
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);
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{
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// We clear the frame
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let mut render_pass = scene.clear(
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&frame.view,
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&mut encoder,
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program.background_color(),
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);
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// If you are using this example and you have no `scene` on your application,
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// you can clear screen by this code.
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/*
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let _ =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 1.0,
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g: 1.0,
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b: 1.0,
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a: 1.0,
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},
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},
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],
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depth_stencil_attachment: None,
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});
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*/
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// Draw the scene
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scene.draw(&mut render_pass);
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}
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// And then iced on top
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let mouse_interaction = renderer.backend_mut().draw(
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