pub fn push_composite_quad_local(
arena: &mut Vec<TexVertex>,
local_surface: [f32; 2],
dest: Rect,
tint: [f32; 4],
) -> Range<u32>Expand description
NDC quad in local offscreen space (origin top-left of the pass).
This has the same six-vertex layout as push_composite_quad, but the
supplied surface extent is the local offscreen allocation.
ยงExamples
use ailloli_ui_core::Rect;
use ailloli_ui_render_wgpu::cmd_bounds::push_composite_quad_local;
let mut vertices = Vec::new();
let range = push_composite_quad_local(&mut vertices, [32.0, 32.0],
Rect::new(4.0, 4.0, 8.0, 8.0), [0.5, 0.5, 0.5, 1.0]);
assert_eq!((range.start, range.end), (0, 6));