func (i *Image) CopyPixels(src *Image) {
	if i.lastCommand == lastCommandDrawTriangles {
		if i.width != src.width || i.height != src.height {
			panic("graphicscommand: Copy for a part after DrawTriangles is forbidden")
		}
	}

	c := &copyPixelsCommand{
		dst: i,
		src: src,
	}
	theCommandQueue.Enqueue(c)

	// The execution is basically same as replacing pixels.
	i.lastCommand = lastCommandReplacePixels
}
func (i *Image) CopyPixels(src *Image) {
	if i.lastCommand == lastCommandDrawTriangles {
		if i.width != src.width || i.height != src.height {
			panic("graphicscommand: Copy for a part after DrawTriangles is forbidden")
		}
	}

	c := &copyPixelsCommand{
		dst: i,
		src: src,
	}
	theCommandQueue.Enqueue(c)

	
	i.lastCommand = lastCommandReplacePixels
}
func ( i * Image ) CopyPixels ( src * Image ) { if i . lastCommand == lastCommandDrawTriangles { if i . width != src . width || i . height != src . height { panic ( " " ) } } c := & copyPixelsCommand { dst : i , src : src , } theCommandQueue . Enqueue ( c ) // The execution is basically same as replacing pixels. i . lastCommand = lastCommandReplacePixels }
// CopyPixels is basically same as Pixels and ReplacePixels, but reading pixels from GPU is done lazily.
CopyPixels is basically same as Pixels and ReplacePixels but reading pixels from GPU is done lazily .