pub fn closed_line_loop(&mut self, points: &[Vec2<f32>], width: f32, color: Color) {
        self.push_state_cmd(StateCmd::TextureChange(SamplerId::Solid));

        for i in 0..points.len() {
            let a = points[i]; 
            let b = points[(i+1) % points.len()]; 
            let c = points[(i+2) % points.len()]; 
            let d = points[(i+3) % points.len()]; 

            self.connected_line_segment(a, b, c, d, width, color);
        }
    }
/// Draws a line loop with neatly connected line corners. This connects the first and last
/// point in the loop.
Draws a line loop with neatly connected line corners. This connects the first and last
point in the loop.
Draws a line loop with neatly connected line corners . This connects the first and last point in the loop .
pub fn closed_line_loop(&mut self, points: &[Vec2<f32>], width: f32, color: Color) {
        self.push_state_cmd(StateCmd::TextureChange(SamplerId::Solid));
        for i in 0..points.len() {
            let a = points[i]; 
            let b = points[(i+1) % points.len()]; 
            let c = points[(i+2) % points.len()]; 
            let d = points[(i+3) % points.len()]; 
            self.connected_line_segment(a, b, c, d, width, color);
        }
    }
pub fn closed_line_loop ( & mut self , points : & [ Vec2 < f32 > ] , width : f32 , color : Color ) { self . push_state_cmd ( StateCmd :: TextureChange ( SamplerId :: Solid ) ) ; for i in 0 .. points . len ( ) { let a = points [ i ] ; let b = points [ ( i + 1 ) % points . len ( ) ] ; let c = points [ ( i + 2 ) % points . len ( ) ] ; let d = points [ ( i + 3 ) % points . len ( ) ] ; self . connected_line_segment ( a , b , c , d , width , color ) ; } }
Draws a line loop with neatly connected line corners.
Draws a line loop with neatly connected line corners .
&mut self
points
&[Vec2<f32>]
width
f32
color
Color
&mut self
points
&[Vec2<f32>]
width
f32
color
Color