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-rw-r--r--examples/integration/src/main.rs38
1 files changed, 10 insertions, 28 deletions
diff --git a/examples/integration/src/main.rs b/examples/integration/src/main.rs
index 2206d906..db8b4366 100644
--- a/examples/integration/src/main.rs
+++ b/examples/integration/src/main.rs
@@ -154,37 +154,19 @@ pub fn main() {
&wgpu::CommandEncoderDescriptor { label: None },
);
- // We draw the scene first
let program = state.program();
- scene.draw(
- &mut encoder,
- &frame.view,
- program.background_color(),
- );
+ {
+ // We clear the frame
+ let mut render_pass = scene.clear(
+ &frame.view,
+ &mut encoder,
+ program.background_color(),
+ );
- // If you are using this example and you have no `scene` on your application,
- // you can clear screen by this code.
- /*
- let _ =
- encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- color_attachments: &[
- wgpu::RenderPassColorAttachmentDescriptor {
- attachment: &frame.view,
- resolve_target: None,
- load_op: wgpu::LoadOp::Clear,
- store_op: wgpu::StoreOp::Store,
- clear_color: wgpu::Color {
- r: 1.0,
- g: 1.0,
- b: 1.0,
- a: 1.0,
- },
- },
- ],
- depth_stencil_attachment: None,
- });
- */
+ // Draw the scene
+ scene.draw(&mut render_pass);
+ }
// And then iced on top
let mouse_interaction = renderer.backend_mut().draw(