Mesh::split_to_u16 now returns a 16-bit indexed Mesh16
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b493bc6efc
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2a10747843
5 changed files with 77 additions and 22 deletions
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@ -24,6 +24,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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* `DragValue::range` is now called `clamp_range` and also clamps incoming values.
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* Renamed `Triangles` to `Mesh`.
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* The tesselator now wraps the clip rectangle and mesh in `struct ClippedMesh(Rect, Mesh)`.
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* `Mesh::split_to_u16` now returns a 16-bit indexed `Mesh16`.
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### Fixed 🐛
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@ -6,7 +6,7 @@ use {
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use egui::{
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math::clamp,
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paint::{Color32, Mesh, Texture},
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paint::{Color32, Texture},
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vec2,
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};
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@ -265,9 +265,8 @@ impl WebGlPainter {
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}
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}
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fn paint_mesh(&self, mesh: &Mesh) -> Result<(), JsValue> {
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fn paint_mesh(&self, mesh: &egui::paint::Mesh16) -> Result<(), JsValue> {
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debug_assert!(mesh.is_valid());
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let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
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let mut positions: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
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let mut tex_coords: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
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@ -293,9 +292,9 @@ impl WebGlPainter {
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let indices_memory_buffer = wasm_bindgen::memory()
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.dyn_into::<WebAssembly::Memory>()?
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.buffer();
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let indices_ptr = indices.as_ptr() as u32 / 2;
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let indices_ptr = mesh.indices.as_ptr() as u32 / 2;
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let indices_array = js_sys::Int16Array::new(&indices_memory_buffer)
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.subarray(indices_ptr, indices_ptr + indices.len() as u32);
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.subarray(indices_ptr, indices_ptr + mesh.indices.len() as u32);
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer));
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gl.buffer_data_with_array_buffer_view(
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@ -379,7 +378,12 @@ impl WebGlPainter {
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// --------------------------------------------------------------------
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gl.draw_elements_with_i32(Gl::TRIANGLES, indices.len() as i32, Gl::UNSIGNED_SHORT, 0);
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gl.draw_elements_with_i32(
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Gl::TRIANGLES,
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mesh.indices.len() as i32,
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Gl::UNSIGNED_SHORT,
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0,
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);
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Ok(())
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}
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@ -8,7 +8,7 @@ use {
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use egui::{
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math::clamp,
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paint::{Color32, Mesh, Texture},
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paint::{Color32, Texture},
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vec2,
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};
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@ -255,9 +255,8 @@ impl WebGl2Painter {
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}
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}
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fn paint_mesh(&self, mesh: &Mesh) -> Result<(), JsValue> {
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fn paint_mesh(&self, mesh: &egui::paint::Mesh16) -> Result<(), JsValue> {
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debug_assert!(mesh.is_valid());
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let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
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let mut positions: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
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let mut tex_coords: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
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@ -283,9 +282,9 @@ impl WebGl2Painter {
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let indices_memory_buffer = wasm_bindgen::memory()
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.dyn_into::<WebAssembly::Memory>()?
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.buffer();
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let indices_ptr = indices.as_ptr() as u32 / 2;
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let indices_ptr = mesh.indices.as_ptr() as u32 / 2;
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let indices_array = js_sys::Int16Array::new(&indices_memory_buffer)
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.subarray(indices_ptr, indices_ptr + indices.len() as u32);
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.subarray(indices_ptr, indices_ptr + mesh.indices.len() as u32);
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer));
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gl.buffer_data_with_array_buffer_view(
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@ -369,7 +368,12 @@ impl WebGl2Painter {
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// --------------------------------------------------------------------
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gl.draw_elements_with_i32(Gl::TRIANGLES, indices.len() as i32, Gl::UNSIGNED_SHORT, 0);
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gl.draw_elements_with_i32(
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Gl::TRIANGLES,
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mesh.indices.len() as i32,
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Gl::UNSIGNED_SHORT,
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0,
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);
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Ok(())
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}
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@ -57,7 +57,7 @@ mod texture_atlas;
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pub use {
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color::{Color32, Rgba},
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mesh::{Mesh, Vertex},
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mesh::{Mesh, Mesh16, Vertex},
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shadow::Shadow,
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shape::Shape,
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stats::PaintStats,
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@ -25,6 +25,8 @@ pub struct Vertex {
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pub struct Mesh {
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/// Draw as triangles (i.e. the length is always multiple of three).
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///
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/// If you only support 16-bit indices you can use [`Mesh::split_to_u16`].
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///
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/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
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pub indices: Vec<u32>,
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@ -51,8 +53,12 @@ impl Mesh {
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/// Are all indices within the bounds of the contained vertices?
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pub fn is_valid(&self) -> bool {
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let n = self.vertices.len() as u32;
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self.indices.iter().all(|&i| i < n)
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if self.vertices.len() <= u32::MAX as usize {
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let n = self.vertices.len() as u32;
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self.indices.iter().all(|&i| i < n)
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} else {
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false
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}
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}
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pub fn is_empty(&self) -> bool {
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@ -149,13 +155,20 @@ impl Mesh {
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/// This is for platforms that only support 16-bit index buffers.
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///
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/// Splits this mesh into many smaller meshes (if needed).
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/// All the returned meshes will have indices that fit into a `u16`.
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pub fn split_to_u16(self) -> Vec<Mesh> {
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/// Splits this mesh into many smaller meshes (if needed)
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/// where the smaller meshes have 16-bit indices.
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pub fn split_to_u16(self) -> Vec<Mesh16> {
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debug_assert!(self.is_valid());
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const MAX_SIZE: u32 = 1 << 16;
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if self.vertices.len() < MAX_SIZE as usize {
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return vec![self]; // Common-case optimization
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// Common-case optimization:
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return vec![Mesh16 {
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indices: self.indices.iter().map(|&i| i as u16).collect(),
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vertices: self.vertices,
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texture_id: self.texture_id,
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}];
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}
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let mut output = vec![];
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@ -190,14 +203,17 @@ impl Mesh {
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MAX_SIZE
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);
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output.push(Mesh {
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use std::convert::TryFrom;
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let mesh = Mesh16 {
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indices: self.indices[span_start..index_cursor]
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.iter()
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.map(|vi| vi - min_vindex)
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.map(|vi| u16::try_from(vi - min_vindex).unwrap())
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.collect(),
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vertices: self.vertices[(min_vindex as usize)..=(max_vindex as usize)].to_vec(),
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texture_id: self.texture_id,
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});
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};
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debug_assert!(mesh.is_valid());
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output.push(mesh);
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}
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output
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}
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@ -209,3 +225,33 @@ impl Mesh {
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}
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}
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}
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// ----------------------------------------------------------------------------
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/// A version of [`Mesh`] that uses 16-bit indices.
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///
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/// This is produced by [`Mesh::split_to_u16`] and is meant to be used for legacy render backends.
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pub struct Mesh16 {
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/// Draw as triangles (i.e. the length is always multiple of three).
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///
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/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
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pub indices: Vec<u16>,
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/// The vertex data indexed by `indices`.
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pub vertices: Vec<Vertex>,
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/// The texture to use when drawing these triangles.
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pub texture_id: TextureId,
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}
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impl Mesh16 {
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/// Are all indices within the bounds of the contained vertices?
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pub fn is_valid(&self) -> bool {
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if self.vertices.len() <= u16::MAX as usize {
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let n = self.vertices.len() as u16;
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self.indices.iter().all(|&i| i < n)
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} else {
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false
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}
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}
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}
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