update demos et docs
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@@ -1,11 +1,11 @@
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//! Minimal declarative workflow, no explicit WGPU handling in this file.
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//! `AppBuilder` creates the event loop, then `App::run` opens the window, builds the `Context`/`Renderer`
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//! and drives the update → render → present loop. Since the winit 0.30 migration, the GPU only exists
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//! and drives the update → render → present loop. In winit 0.30 the GPU only exists
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//! after `resumed`: that is why shader registration + mesh/material/entity creation live in
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//! the `AppHandler::setup` hook, called once the context is ready. Since Step 7 the PipelineCache
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//! the `AppHandler::setup` hook, called once the context is ready. The PipelineCache
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//! lives in the scene (`Scene::init_gpu`, called in `resumed`): go through `register_shader` +
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//! `add_material_shader` + `create_mesh` + `add_entity`, the material being bound to the mesh. Since Step 8
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//! (DRAFT 8.4/8.5) the mesh is declared from a **`Geometry`**: per-vertex positions + colors
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//! `add_material_shader` + `create_mesh` + `add_entity`, the material being bound to the mesh. The mesh
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//! is declared from a **`Geometry`**: per-vertex positions + colors
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//! for the unlit quad. The scene renders automatically: the default `render()` method calls
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//! `app.render_scene(frame.view())`.
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use wsg_lib::AppHandler;
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@@ -40,7 +40,7 @@ impl AppHandler for MonQuad {
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.with_indices(vec![0, 1, 2, 0, 2, 3]);
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// Default material: `None` lets the Scene inject its `standard` at render time
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// (`Scene::default_material`, DRAFT Step 7.3.5) — this exercises the default path.
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// (`Scene::default_material`) — this exercises the default path.
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app.scene.create_mesh("quad_mesh", geometry, None).unwrap();
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app.scene.add_entity("quad", "quad_mesh").unwrap();
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}
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