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refactor: use 'unsafe_textures' sdl2 feature to hide lifetimes & obscure leaks into upstream
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@@ -100,10 +100,10 @@ pub fn linear_render_system(dt: Res<DeltaTime>, mut query: Query<(&mut LinearAni
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}
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/// A non-send resource for the map texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
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pub struct MapTextureResource(pub Texture<'static>);
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pub struct MapTextureResource(pub Texture);
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/// A non-send resource for the backbuffer texture. This just wraps the texture with a type so it can be differentiated when exposed as a resource.
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pub struct BackbufferResource(pub Texture<'static>);
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pub struct BackbufferResource(pub Texture);
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/// Renders the HUD (score, lives, etc.) on top of the game.
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pub fn hud_render_system(
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