//! Tile utilities.
//!
//! # Coordinates
//!
//! Tile space coordinates are defined as left-handed^* (row,column) coordinates
//! with the origin in the upper-left corner of the current viewport. Because
//! the origin in 2D world coordinates is relative to the current viewport, it
//! will change depending on the current viewport dimensions.
//!
//! ^*: "left-handed" in the sense of taking the left hand with palm facing down
//! (away) and taking the thumb to be the first coordinate and index finger to
//! be the second coordinate
//!
//! The tile space vertex shader stages take as input a tile (row,column) and
//! output the 2D world space coordinate for the upper-left corner of the tile.
//! The tile geometry shader will then produce the remaining vertices from this
//! coordinate.
use cratevertex;
/// Create tile vertices from a string of characters at a given (row,col)
/// position