minor simplifications
sort of
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@ -43,10 +43,7 @@ impl Renderer {
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(cmd_params.clip_rect[2] - draw_data.display_pos[0]) as i32,
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(cmd_params.clip_rect[3] - draw_data.display_pos[1]) as i32,
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);
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if clip_rect.x > dest.right() as i32
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|| clip_rect.y > dest.bottom() as i32
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|| clip_rect.right() < 0 || clip_rect.bottom() < 0
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{
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if !clip_rect.overlaps(&dest.full_bounds()) {
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continue;
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}
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@ -55,34 +52,30 @@ impl Renderer {
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let idx_buffer = draw_list.idx_buffer();
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let vtx_buffer = draw_list.vtx_buffer();
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let mut idx = 0;
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while idx < count {
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for idx in (0..count).step_by(3) {
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let v1 = vtx_buffer[idx_buffer[cmd_params.idx_offset + idx] as usize];
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let v2 = vtx_buffer[idx_buffer[cmd_params.idx_offset + idx + 1] as usize];
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let v3 = vtx_buffer[idx_buffer[cmd_params.idx_offset + idx + 2] as usize];
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let triangle = RgbaTriangle2d::SolidTexturedMultiColoredBlended {
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position: [
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dest.solid_textured_multicolor_blended_triangle_2d(
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&[
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Vector2::new(v2.pos[0], v2.pos[1]),
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Vector2::new(v1.pos[0], v1.pos[1]),
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Vector2::new(v3.pos[0], v3.pos[1]),
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],
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texcoord: [
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&[
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Vector2::new(v2.uv[0], v2.uv[1]),
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Vector2::new(v1.uv[0], v1.uv[1]),
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Vector2::new(v3.uv[0], v3.uv[1]),
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],
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color: [
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&[
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to_argb32(v2.col[3], v2.col[0], v2.col[1], v2.col[2]),
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to_argb32(v1.col[3], v1.col[0], v1.col[1], v1.col[2]),
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to_argb32(v3.col[3], v3.col[0], v3.col[1], v3.col[2]),
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],
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bitmap,
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blend: BlendFunction::Blend,
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};
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dest.triangle_2d(&triangle);
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idx += 3;
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BlendFunction::Blend,
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);
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}
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}
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imgui::DrawCmd::RawCallback { callback, raw_cmd } => {
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