diff --git a/egui_glium/src/lib.rs b/egui_glium/src/lib.rs index 3971c2bc..7b232750 100644 --- a/egui_glium/src/lib.rs +++ b/egui_glium/src/lib.rs @@ -631,10 +631,10 @@ impl EguiGlium { (needs_repaint, shapes) } - pub fn paint( + pub fn paint( &mut self, display: &glium::Display, - target: &mut glium::Frame, + target: &mut T, shapes: Vec, ) { let clipped_meshes = self.egui_ctx.tessellate(shapes); diff --git a/egui_glium/src/painter.rs b/egui_glium/src/painter.rs index 49c66de8..721898d6 100644 --- a/egui_glium/src/painter.rs +++ b/egui_glium/src/painter.rs @@ -12,7 +12,6 @@ use { texture::{self, srgb_texture2d::SrgbTexture2d}, uniform, uniforms::{MagnifySamplerFilter, SamplerWrapFunction}, - Frame, Surface, }, }; @@ -95,10 +94,10 @@ impl Painter { /// Main entry-point for painting a frame. /// You should call `target.clear_color(..)` before /// and `target.finish()` after this. - pub fn paint_meshes( + pub fn paint_meshes( &mut self, display: &glium::Display, - target: &mut Frame, + target: &mut T, pixels_per_point: f32, cipped_meshes: Vec, egui_texture: &egui::Texture, @@ -112,9 +111,9 @@ impl Painter { } #[inline(never)] // Easier profiling - pub fn paint_mesh( + pub fn paint_mesh( &mut self, - target: &mut Frame, + target: &mut T, display: &glium::Display, pixels_per_point: f32, clip_rect: Rect,