refactor 3
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@@ -55,10 +55,6 @@ pub struct LinePoint {
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vulkano::impl_vertex!(LinePoint, position);
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pub trait Game {
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fn game_start(self: &mut Self, game_data: &mut GameData);
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fn update(self: &mut Self, game_data: &mut GameData);
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/// Returns true if event should be ignored by the vulkan handler
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fn on_window_event(self: &mut Self, event: &Event);
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}
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@@ -352,8 +348,6 @@ impl VulkanRenderer {
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Err(err) => panic!("{:?}", err)
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};
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game.update(&mut self.game_data);
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let mut cbb = AutoCommandBufferBuilder::primary_one_time_submit(self.device.clone(), self.queue.family()).unwrap()
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// Before we can draw, we have to *enter a render pass*. There are two methods to do
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// this: `draw_inline` and `draw_secondary`. The latter is a bit more advanced and is
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