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Add a few more docs
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@ -42,6 +42,14 @@ impl<
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/// you probably want to take more control (including ownership of the GL
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/// context). In those cases, construct an appropriate renderer with
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/// `RendererBuilder`.
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///
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/// By default, it constructs a renderer which owns the OpenGL context and
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/// attempts to backup the OpenGL state before rendering and restore it after
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/// rendering.
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///
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/// # Errors
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/// Any error initialising the OpenGL objects (including shaders) will
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/// result in an error.
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pub fn auto_renderer<G: Gl>(
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gl: G,
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imgui_context: &mut imgui::Context,
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@ -117,7 +125,12 @@ where
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phantom_gl: self.phantom_gl,
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}
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}
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/// Build a renderer which owns the OpenGL context (which can be borrowed
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/// from the renderer, but not taken).
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///
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/// # Errors
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/// Any error initialising the OpenGL objects (including shaders) will
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/// result in an error.
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pub fn build_owning(
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self,
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gl: G,
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@ -127,6 +140,11 @@ where
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Ok(OwningRenderer::<G, T, S, C> { gl, renderer })
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}
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/// Build a renderer which needs to borrow a context in order to render.
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///
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/// # Errors
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/// Any error initialising the OpenGL objects (including shaders) will
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/// result in an error.
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pub fn build_borrowing(
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self,
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gl: &G,
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@ -142,7 +160,6 @@ where
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}
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}
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// TODO: builder pattern
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/// Renderer which owns the OpenGL context. Useful for simple applications, but
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/// more complicated applications may prefer to keep control of their own
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/// OpenGL context, or even change that context at runtime.
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