-use cube::Cube;
+use crate::cube::Cube;
use glium;
use glium::{Display, Program, Surface};
use glium::index::{IndexBuffer, PrimitiveType};
pub mod text;
pub mod timer;
-pub use bounding_box::BoundingBox;
-pub use cube::Cube;
-pub use shaded_cube::ShadedCube;
+pub use crate::bounding_box::BoundingBox;
+pub use crate::cube::Cube;
+pub use crate::shaded_cube::ShadedCube;
#[cfg(feature = "image")]
pub fn screenshot(display : &glium::Display) {
use glium::Surface;
use mandelwow_lib::*;
use std::f32::consts::PI;
-use timer::Timer;
+use crate::timer::Timer;
#[cfg(target_os = "emscripten")]
use std::os::raw::{c_int, c_void};
let mut timer = Timer::new();
let mut camera = support::camera::CameraState::new();
- let mut bounding_box_enabled = true;
- let mut fullscreen = true;
+ let bounding_box_enabled = true;
+ let _fullscreen = true;
// These are the bounds of the 3D Mandelwow section which we render in 3-space.
let bounds = Cube {
// Wow. Such fractal.
-use cube::Cube;
+use crate::cube::Cube;
use glium;
use glium::index::PrimitiveType;
use glium::{Display, Program, Surface};
-use support;
+use crate::support;
/*
fn mand(cx: f32, cy: f32) -> [f32; 3] {
use glium::glutin::VirtualKeyCode;
use std::f32;
use std::f32::consts::PI;
-use support::vec3::Vec3;
-use support::vec3::norm;
+use crate::support::vec3::Vec3;
+use crate::support::vec3::norm;
#[derive(Default)]
pub struct CameraState {