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Why is the package named piston-gfx_texture, while the widely popular image is just named image? Do you have any guidelines on these names? I don't mind either way, just prefer consistency.
What's the point of having a single source file named texture.rs if the project is gfx_texture? Why not just put the logic into lib.rs if it's so small?
Why returning a struct (Texture) that has only gfx::TextureHandle instead of just returning the handle directly?
Why is the error (for from_path) returned as String? I believe you should have proper enums for errors, no unwrap() calls in the body, and Display with Debug implemented for the errors.
The text was updated successfully, but these errors were encountered:
I think my line of reasoning was that 2D libraries were prefixed piston2d and 3D libraries piston3d, and since gfx_texture was used for both I used just piston. See Reserve names on crates.io piston#768
gfx_texture partly comes from Hematite, which had a source texture.rs. Historical accident.
To work with piston-graphics, the Texture object needs to implement the ImageSize trait.
(5). Why aren't texture loaded with mipmaps? This is probably the most common use case, so while a configurable option is preferred, doing mipmaps by default is most desired.
piston-gfx_texture
, while the widely popularimage
is just namedimage
? Do you have any guidelines on these names? I don't mind either way, just prefer consistency.texture.rs
if the project isgfx_texture
? Why not just put the logic intolib.rs
if it's so small?Texture
) that has onlygfx::TextureHandle
instead of just returning the handle directly?from_path
) returned asString
? I believe you should have proper enums for errors, nounwrap()
calls in the body, andDisplay
withDebug
implemented for the errors.The text was updated successfully, but these errors were encountered: