Viewport picking: a BVH per body mesh and a GPU pick buffer for visible edges (#1776)
Thanks @oursland.
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@@ -136,7 +136,7 @@ pub(crate) fn offscreen_backends() -> wgpu::Backends {
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/// A device of its own for an offscreen render or check (`None` without a GPU adapter), on
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/// [`offscreen_backends`].
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#[cfg(all(test, not(target_arch = "wasm32")))]
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fn offscreen_device() -> Option<(wgpu::Adapter, wgpu::Device, wgpu::Queue)> {
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pub(crate) fn offscreen_device() -> Option<(wgpu::Adapter, wgpu::Device, wgpu::Queue)> {
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let mut desc = wgpu::InstanceDescriptor::new_without_display_handle_from_env();
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desc.backends = offscreen_backends();
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let instance = wgpu::Instance::new(desc);
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