pub fn draw_with_params<F, S: ?Sized, M>(
    text: &TextDisplay<F>,
    system: &TextSystem,
    target: &mut S,
    matrix: M,
    color: (f32, f32, f32, f32),
    sampler_behavior: glium::uniforms::SamplerBehavior,
    parameters: &DrawParameters,
) -> Result<(), glium::DrawError>
where
    S: glium::Surface,
    M: Into<[[f32; 4]; 4]>,
    F: Deref<Target = FontTexture>,
{
    let matrix = matrix.into();

    let &TextDisplay {
        ref vertex_buffer,
        ref index_buffer,
        ref texture,
        is_empty,
        ..
    } = text;
    let color = [color.0, color.1, color.2, color.3];

    // returning if nothing to draw
    if is_empty || vertex_buffer.is_none() || index_buffer.is_none() {
        return Ok(());
    }

    let vertex_buffer = vertex_buffer.as_ref().unwrap();
    let index_buffer = index_buffer.as_ref().unwrap();

    let uniforms = uniform! {
        matrix: matrix,
        color: color,
        tex: glium::uniforms::Sampler(&texture.texture, sampler_behavior)
    };

    target.draw(vertex_buffer, index_buffer, &system.program, &uniforms, parameters)
}
/// More advanced variant of `draw` which also takes sampler behavior and draw
/// parameters.
More advanced variant of `draw` which also takes sampler behavior and draw
parameters.
More advanced variant of ` draw ` which also takes sampler behavior and draw parameters .
pub fn draw_with_params<F, S: ?Sized, M>(
    text: &TextDisplay<F>,
    system: &TextSystem,
    target: &mut S,
    matrix: M,
    color: (f32, f32, f32, f32),
    sampler_behavior: glium::uniforms::SamplerBehavior,
    parameters: &DrawParameters,
) -> Result<(), glium::DrawError>
where
    S: glium::Surface,
    M: Into<[[f32; 4]; 4]>,
    F: Deref<Target = FontTexture>,
{
    let matrix = matrix.into();
    let &TextDisplay {
        ref vertex_buffer,
        ref index_buffer,
        ref texture,
        is_empty,
        ..
    } = text;
    let color = [color.0, color.1, color.2, color.3];
    // returning if nothing to draw
    if is_empty || vertex_buffer.is_none() || index_buffer.is_none() {
        return Ok(());
    }
    let vertex_buffer = vertex_buffer.as_ref().unwrap();
    let index_buffer = index_buffer.as_ref().unwrap();
    let uniforms = uniform! {
        matrix: matrix,
        color: color,
        tex: glium::uniforms::Sampler(&texture.texture, sampler_behavior)
    };
    target.draw(vertex_buffer, index_buffer, &system.program, &uniforms, parameters)
}
pub fn draw_with_params < F , S : ? Sized , M > ( text : & TextDisplay < F > , system : & TextSystem , target : & mut S , matrix : M , color : ( f32 , f32 , f32 , f32 ) , sampler_behavior : glium :: uniforms :: SamplerBehavior , parameters : & DrawParameters , ) -> Result < ( ) , glium :: DrawError > where S : glium :: Surface , M : Into < [ [ f32 ; 4 ] ; 4 ] > , F : Deref < Target = FontTexture > , { let matrix = matrix . into ( ) ; let & TextDisplay { ref vertex_buffer , ref index_buffer , ref texture , is_empty , .. } = text ; let color = [ color . 0 , color . 1 , color . 2 , color . 3 ] ; // returning if nothing to draw if is_empty || vertex_buffer . is_none ( ) || index_buffer . is_none ( ) { return Ok ( ( ) ) ; } let vertex_buffer = vertex_buffer . as_ref ( ) . unwrap ( ) ; let index_buffer = index_buffer . as_ref ( ) . unwrap ( ) ; let uniforms = uniform ! { matrix matrix color color tex glium uniforms Sampler ( texture texture sampler_behavior ) } ; target . draw ( vertex_buffer , index_buffer , & system . program , & uniforms , parameters ) }
More advanced variant of `draw` which also takes sampler behavior and draw
parameters.
More advanced variant of ` draw ` which also takes sampler behavior and draw parameters .
text
&TextDisplay<F>
system
&TextSystem
target
&mut S
matrix
M
color
(f32, f32, f32, f32)
sampler_behavior
glium::uniforms::SamplerBehavior
parameters
&DrawParameters
text
&TextDisplay<F>
system
&TextSystem
target
&mut S
matrix
M
color
(f32, f32, f32, f32)
sampler_behavior
glium::uniforms::SamplerBehavior
parameters
&DrawParameters