Mesh2DRenderer

Struct Mesh2DRenderer 

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pub struct Mesh2DRenderer {
    pub vbos: VertexBuffer<Mesh2DVertex>,
}

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§vbos: VertexBuffer<Mesh2DVertex>

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impl Mesh2DRenderer

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pub fn new(renderer: &GpuRenderer) -> Result<Self, GraphicsError>

Creates a new Mesh2DRenderer.

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pub fn add_buffer_store( &mut self, renderer: &GpuRenderer, index: OrderedIndex, buffer_layer: usize, )

Adds a Buffer OrderedIndex to the Rendering Store to get processed. This must be done before Mesh2DRenderer::finalize but after Mesh2D::update in order for it to Render.

§Arguments
  • index: The OrderedIndex of the Object we want to render.
  • buffer_layer: The Buffer Layer we want to add this Object too.
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pub fn finalize(&mut self, renderer: &mut GpuRenderer)

Finalizes the Buffer by processing staged OrderedIndex’s and uploading it to the GPU. Must be called after all the Mesh2DRenderer::add_buffer_store’s.

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pub fn update( &mut self, mesh: &mut Mesh2D, renderer: &mut GpuRenderer, buffer_layer: usize, )

Updates a Mesh2D and adds its OrderedIndex to staging using Mesh2DRenderer::add_buffer_store. This must be done before Mesh2DRenderer::finalize in order for it to Render.

§Arguments
  • mesh: Mesh2D we want to update and prepare for rendering.
  • atlas: [AtlasSet] the Mesh2D needs to render with.
  • buffer_layer: The Buffer Layer we want to add this Object too.
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pub fn use_clipping(&mut self)

Sets the Instance Buffer to enable Rendering With Scissor Clipping. This must be Set for the Optional Bounds to be used.

Trait Implementations§

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impl Debug for Mesh2DRenderer

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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