Function culled_for_damage
pub fn culled_for_damage(
scene: &Scene,
parts: Option<&SectionParts>,
key: TargetKey,
damage: &[Rect],
) -> Option<Scene>Expand description
What of scene, drawn with parts, repainting damage (target pixels)
on the target key names takes: the scene without the parts that cannot
reach the damage (crate::scene_parts::culled), or None when it takes
all of it: no parts, every part reaching the damage, or a damage
repainted as one whole frame ([repaints_alone]), which draws every
pixel. The renderer works through every path it is given, wherever it
lands, so a software GPU otherwise spends as long on a caret as on the
whole page.