pub fn register_native_texture(
        &mut self,
        device: &wgpu::Device,
        texture: &wgpu::TextureView,
        texture_filter: wgpu::FilterMode,
    ) -> egui::TextureId {
        self.register_native_texture_with_sampler_options(
            device,
            texture,
            wgpu::SamplerDescriptor {
                label: Some(
                    format!(
                        "egui_user_image_{}_texture_sampler",
                        self.next_user_texture_id
                    )
                    .as_str(),
                ),
                mag_filter: texture_filter,
                min_filter: texture_filter,
                ..Default::default()
            },
        )
    }
/// Registers a `wgpu::Texture` with a `egui::TextureId`.
///
/// This enables the application to reference the texture inside an image ui element.
/// This effectively enables off-screen rendering inside the egui UI. Texture must have
/// the texture format `TextureFormat::Rgba8UnormSrgb` and
/// Texture usage `TextureUsage::SAMPLED`.
Registers a `wgpu::Texture` with a `egui::TextureId`.
This enables the application to reference the texture inside an image ui element.
This effectively enables off-screen rendering inside the egui UI. Texture must have
the texture format `TextureFormat::Rgba8UnormSrgb` and
Texture usage `TextureUsage::SAMPLED`.
Registers a ` wgpu :: Texture ` with a ` egui :: TextureId ` . This enables the application to reference the texture inside an image ui element . This effectively enables off - screen rendering inside the egui UI . Texture must have the texture format ` TextureFormat :: Rgba8UnormSrgb ` and Texture usage ` TextureUsage :: SAMPLED ` .
pub fn register_native_texture(
        &mut self,
        device: &wgpu::Device,
        texture: &wgpu::TextureView,
        texture_filter: wgpu::FilterMode,
    ) -> egui::TextureId {
        self.register_native_texture_with_sampler_options(
            device,
            texture,
            wgpu::SamplerDescriptor {
                label: Some(
                    format!(
                        "egui_user_image_{}_texture_sampler",
                        self.next_user_texture_id
                    )
                    .as_str(),
                ),
                mag_filter: texture_filter,
                min_filter: texture_filter,
                ..Default::default()
            },
        )
    }
pub fn register_native_texture ( & mut self , device : & wgpu :: Device , texture : & wgpu :: TextureView , texture_filter : wgpu :: FilterMode , ) -> egui :: TextureId { self . register_native_texture_with_sampler_options ( device , texture , wgpu :: SamplerDescriptor { label : Some ( format ! ( " " self next_user_texture_id ) . as_str ( ) , ) , mag_filter : texture_filter , min_filter : texture_filter , .. Default :: default ( ) } , ) }
Registers a `wgpu::Texture` with a `egui::TextureId`.
Registers a ` wgpu :: Texture ` with a ` egui :: TextureId ` .
&mut self
device
&wgpu::Device
texture
&wgpu::TextureView
texture_filter
wgpu::FilterMode
&mut self
device
&wgpu::Device
texture
&wgpu::TextureView
texture_filter
wgpu::FilterMode