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TextDrawCall

Struct TextDrawCall 

Source
pub struct TextDrawCall {
    pub vertices: Vec<TextVertex>,
    pub indices: Vec<u16>,
    pub atlas_slot: usize,
    pub clip_rect: Option<[f32; 4]>,
    pub layer: i32,
}
Expand description

One text draw call: quads for all visible characters sharing one atlas texture.

Fields§

§vertices: Vec<TextVertex>

One quad (4 vertices, 6 indices) per character.

§indices: Vec<u16>

Triangle indices into vertices.

§atlas_slot: usize

Index into the backend’s text atlas texture array.

§clip_rect: Option<[f32; 4]>

Optional clip rectangle in window pixels [x, y, width, height]. When set, the backend scissors this call to the rect so a scrollable UI panel’s off-band rows do not bleed over its chrome. None draws unclipped.

§layer: i32

Draw layer for overlay ordering: calls are stable-sorted by this (ascending, so higher draws on top) before submission when a HudLayers override is active. 0 for everything by default, which leaves insertion order intact.

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