pub fn aabb(&mut self, min: Vec2<f32>, max: Vec2<f32>, color: Color) {
        self.push_state_cmd(StateCmd::TextureChange(SamplerId::Solid));
        let uv = Vec2::ZERO;

        self.add_vertices(&[
            Vert { pos: Vec2::new(min.x, min.y), uv, color },
            Vert { pos: Vec2::new(max.x, min.y), uv, color },
            Vert { pos: Vec2::new(max.x, max.y), uv, color },

            Vert { pos: Vec2::new(min.x, min.y), uv, color },
            Vert { pos: Vec2::new(max.x, max.y), uv, color },
            Vert { pos: Vec2::new(min.x, max.y), uv, color },
        ]);
    }
/// Draws a solid axis-aligned bounding box.
Draws a solid axis-aligned bounding box.
Draws a solid axis - aligned bounding box .
pub fn aabb(&mut self, min: Vec2<f32>, max: Vec2<f32>, color: Color) {
        self.push_state_cmd(StateCmd::TextureChange(SamplerId::Solid));
        let uv = Vec2::ZERO;
        self.add_vertices(&[
            Vert { pos: Vec2::new(min.x, min.y), uv, color },
            Vert { pos: Vec2::new(max.x, min.y), uv, color },
            Vert { pos: Vec2::new(max.x, max.y), uv, color },
            Vert { pos: Vec2::new(min.x, min.y), uv, color },
            Vert { pos: Vec2::new(max.x, max.y), uv, color },
            Vert { pos: Vec2::new(min.x, max.y), uv, color },
        ]);
    }
pub fn aabb ( & mut self , min : Vec2 < f32 > , max : Vec2 < f32 > , color : Color ) { self . push_state_cmd ( StateCmd :: TextureChange ( SamplerId :: Solid ) ) ; let uv = Vec2 :: ZERO ; self . add_vertices ( & [ Vert { pos : Vec2 :: new ( min . x , min . y ) , uv , color } , Vert { pos : Vec2 :: new ( max . x , min . y ) , uv , color } , Vert { pos : Vec2 :: new ( max . x , max . y ) , uv , color } , Vert { pos : Vec2 :: new ( min . x , min . y ) , uv , color } , Vert { pos : Vec2 :: new ( max . x , max . y ) , uv , color } , Vert { pos : Vec2 :: new ( min . x , max . y ) , uv , color } , ] ) ; }
Draws a solid axis-aligned bounding box.
Draws a solid axis - aligned bounding box .
&mut self
min
Vec2<f32>
max
Vec2<f32>
color
Color
&mut self
min
Vec2<f32>
max
Vec2<f32>
color
Color