AtlasSet is used to hold and contain the data of many Atlas layers.
Each Atlas keeps track of the allocations allowed. Each allocation is a
given Width/Height as well as Position that a Texture image can fit within
the atlas.
This is the bounds can be used for Many things from Clipping Text, Clipping a Rendered World object.
Or even just to check coords.
Text color
Parameters for the fill tessellator.
Handles the Device and Queue returned from WGPU.
Handles the Window, Device and buffer stores.
Handles the Window, Adapter and Surface information.
Basic and Fast Image Rendering Type. Best used for Sprites and Objects in the world.
The actual data stored in a
Key
.
rendering data for world Light and all Lights.
4 of these per each layer.
A 4x4 column major matrix.
A quaternion representing an orientation.
Parameters for the tessellator.
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector.
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector.