pub struct Mesh2DRenderer {
pub vbos: VertexBuffer<Mesh2DVertex>,
}Fields§
§vbos: VertexBuffer<Mesh2DVertex>Implementations§
Source§impl Mesh2DRenderer
impl Mesh2DRenderer
Sourcepub fn new(renderer: &GpuRenderer) -> Result<Self, GraphicsError>
pub fn new(renderer: &GpuRenderer) -> Result<Self, GraphicsError>
Creates a new Mesh2DRenderer.
Sourcepub fn add_buffer_store(
&mut self,
renderer: &GpuRenderer,
index: OrderedIndex,
buffer_layer: usize,
)
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
OrderedIndexof the Object we want to render. - buffer_layer: The Buffer Layer we want to add this Object too.
Sourcepub fn finalize(&mut self, renderer: &mut GpuRenderer)
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.
Sourcepub fn update(
&mut self,
mesh: &mut Mesh2D,
renderer: &mut GpuRenderer,
buffer_layer: usize,
)
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
Sourcepub fn use_clipping(&mut self)
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§
Auto Trait Implementations§
impl Freeze for Mesh2DRenderer
impl !RefUnwindSafe for Mesh2DRenderer
impl Send for Mesh2DRenderer
impl Sync for Mesh2DRenderer
impl Unpin for Mesh2DRenderer
impl !UnwindSafe for Mesh2DRenderer
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