//! 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