working on additive blending for determination of winding order. Saving here because this bug is very pretty
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@@ -392,7 +392,7 @@ impl CanvasState {
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let mut image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Vec<ImageVertex3D>> = HashMap::new();
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let mut text_instances: HashMap<Arc<CanvasFontHandle>, Vec<TextVertex3D>> = HashMap::new();
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let mut text_vertex_buffer: Vec<TextVertex3D> = Vec::new();
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let mut text_vertex_buffer: Vec<ColorVertex3D> = Vec::new();
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for value in canvas_frame.map {
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match value {
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@@ -542,29 +542,58 @@ impl CanvasState {
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}
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}
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self.dynamic_state = DynamicState {
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line_width: None,
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viewports: self.dynamic_state.viewports.clone(),
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scissors: None,
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compare_mask: Some(DynamicStencilValue {
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face: StencilFaceFlags::StencilFrontAndBack,
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value: 0xFF,
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}),
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write_mask: Some(DynamicStencilValue {
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face: StencilFaceFlags::StencilFrontAndBack,
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value: 0xFF,
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}),
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reference: Some(DynamicStencilValue {
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face: StencilFaceFlags::StencilFrontAndBack,
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value: 0xFF,
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}),
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};
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// Text
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let mut shader = self.shader_buffers.get(
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self.get_shader_handle(String::from("simple_text"))
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.unwrap().clone().get_handle() as usize
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).unwrap();
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//
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// self.dynamic_state = DynamicState {
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// line_width: None,
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// viewports: self.dynamic_state.viewports.clone(),
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// scissors: None,
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// compare_mask: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0x00,
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// }),
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// write_mask: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0xFF,
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// }),
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// reference: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0x00,
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// }),
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// };
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//
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// if !allocated_buffers.text_vertex_buffer.is_empty() {
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// command_buffer = command_buffer.draw(
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// shader.get_pipeline().clone(),
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// &self.dynamic_state.clone(),
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// allocated_buffers.text_vertex_buffer.clone(),
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// (), (),
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// ).unwrap();
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// }
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//
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// self.dynamic_state = DynamicState {
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// line_width: None,
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// viewports: self.dynamic_state.viewports.clone(),
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// scissors: None,
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// compare_mask: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0xFF,
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// }),
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// write_mask: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0x00,
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// }),
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// reference: Some(DynamicStencilValue {
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// face: StencilFaceFlags::StencilFrontAndBack,
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// value: 0x00,
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// }),
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// };
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if !allocated_buffers.text_vertex_buffer.is_empty() {
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command_buffer = command_buffer.draw(
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@@ -575,6 +604,7 @@ impl CanvasState {
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).unwrap();
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}
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command_buffer
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.end_render_pass()
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.unwrap()
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