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internal/atlas: rename ImageTypeIsolated -> ImageTypeUnmanaged
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@ -36,11 +36,11 @@ func (c *gameForUI) NewOffscreenImage(width, height int) *ui.Image {
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c.offscreen = nil
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c.offscreen = nil
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}
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}
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// Keep the offscreen an isolated image from an atlas (#1938).
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// Keep the offscreen an unmanaged image that is always isolated from an atlas (#1938).
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// The shader program for the screen is special and doesn't work well with an image on an atlas.
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// The shader program for the screen is special and doesn't work well with an image on an atlas.
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// An image on an atlas is surrounded by a transparent edge,
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// An image on an atlas is surrounded by a transparent edge,
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// and the shader program unexpectedly picks the pixel on the edges.
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// and the shader program unexpectedly picks the pixel on the edges.
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imageType := atlas.ImageTypeIsolated
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imageType := atlas.ImageTypeUnmanaged
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if ui.IsScreenClearedEveryFrame() {
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if ui.IsScreenClearedEveryFrame() {
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// A violatile image is also always isolated.
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// A violatile image is also always isolated.
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imageType = atlas.ImageTypeVolatile
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imageType = atlas.ImageTypeVolatile
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@ -206,7 +206,7 @@ const (
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ImageTypeRegular ImageType = iota
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ImageTypeRegular ImageType = iota
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ImageTypeScreen
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ImageTypeScreen
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ImageTypeVolatile
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ImageTypeVolatile
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ImageTypeIsolated
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ImageTypeUnmanaged
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)
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)
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// Image is a rectangle pixel set that might be on an atlas.
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// Image is a rectangle pixel set that might be on an atlas.
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