Fix documentation for TextureId::Managed(0) (#2998)
TextureId::Epaint was renamed to TextureId::Managed during the development of #1110. Update the documentation to match. Signed-off-by: Anders Kaseorg <andersk@mit.edu>
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@ -65,13 +65,13 @@ pub const WHITE_UV: emath::Pos2 = emath::pos2(0.0, 0.0);
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/// What texture to use in a [`Mesh`] mesh.
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/// What texture to use in a [`Mesh`] mesh.
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///
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///
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/// If you don't want to use a texture, use `TextureId::Epaint(0)` and the [`WHITE_UV`] for uv-coord.
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/// If you don't want to use a texture, use `TextureId::Managed(0)` and the [`WHITE_UV`] for uv-coord.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub enum TextureId {
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pub enum TextureId {
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/// Textures allocated using [`TextureManager`].
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/// Textures allocated using [`TextureManager`].
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///
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///
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/// The first texture (`TextureId::Epaint(0)`) is used for the font data.
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/// The first texture (`TextureId::Managed(0)`) is used for the font data.
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Managed(u64),
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Managed(u64),
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/// Your own texture, defined in any which way you want.
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/// Your own texture, defined in any which way you want.
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