use epi::TextureAllocator; use egui::{Color32, TextureId}; pub struct PocketbookTextureAllocator{ } impl TextureAllocator for PocketbookTextureAllocator { fn alloc_srgba_premultiplied(&mut self, size: (usize, usize), srgba_pixels: &[Color32]) -> TextureId { todo!() } fn free(&mut self, id: TextureId) { todo!() } }