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Right now we can only get the raw damage returning an Iterator<Item = &Rectangle<i32, Buffer>>, but having a DamageSnapshot would be more useful to tie surface damage to render element damage.
The text was updated successfully, but these errors were encountered:
Right now we can only get the raw damage returning an
Iterator<Item = &Rectangle<i32, Buffer>>
, but having aDamageSnapshot
would be more useful to tie surface damage to render element damage.The text was updated successfully, but these errors were encountered: