variable number of textures?
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@@ -12,7 +12,8 @@ pub fn update_text(game_object_handle: GameObjectHandle, new_text: &str, new_siz
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let mesh_index = go.mesh_index;
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match brush.process_queued(|rect, text_data| {
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update_text_texture(Some(go.textures.texture_index), renderer, rect, text_data);
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debug_assert!(go.textures.len() == 1);
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update_text_texture(Some(go.textures[0]), renderer, rect, text_data);
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}, convert_vertices) {
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Ok(BrushAction::Draw(quads)) => {
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update_text_quads(quads, 420, Some(mesh_index), renderer);
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@@ -20,7 +21,8 @@ pub fn update_text(game_object_handle: GameObjectHandle, new_text: &str, new_siz
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Ok(BrushAction::ReDraw) => {},
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Err(BrushError::TextureTooSmall { suggested }) => {
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let size = Dimensions::Dim2d { width: suggested.0, height: suggested.1 };
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renderer.resize_texture(go, go.textures.texture_index, size);
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debug_assert!(go.textures.len() == 1);
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renderer.resize_texture(go, go.textures[0], size);
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brush.resize_texture(suggested.0, suggested.1);
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update_text(game_object_handle, new_text, new_size, renderer, brush, game_objects);
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},
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@@ -100,8 +102,7 @@ pub fn update_text_quads(quads: Vec<Vec<TextVertex>>, texture_index: usize, mesh
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let mesh_index = renderer.upload_mesh(mesh, None);
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Some(MeshHandle {
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index: mesh_index,
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diffuse_handle: texture_index,
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normal_handle: None,
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textures: vec![texture_index],
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original_path: None,
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pipeline_index: 1
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})
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