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Description
I made GraphicsTree
implement Graphics
, because:
- It can override the default trait methods to store primitives
- Makes it possible to use
GraphicsTree
in existing code - If we experiment with new things on top of piston-graphics, it will automatically be supported by code using
GraphicsTree
- To get full support initially, we only need the required methods on
Graphics
- The backend it renders to can choose whether to handle primitives or just triangle lists
- Seems easy to use it with a
TextureBuffer
object that maps textures