Struct bevy_retrograde_epaint::Mesh16[][src]

pub struct Mesh16 {
    pub indices: Vec<u16, Global>,
    pub vertices: Vec<Vertex, Global>,
    pub texture_id: TextureId,
}
Expand description

A version of Mesh that uses 16-bit indices.

This is produced by Mesh::split_to_u16 and is meant to be used for legacy render backends.

Fields

indices: Vec<u16, Global>

Draw as triangles (i.e. the length is always multiple of three).

egui is NOT consistent with what winding order it uses, so turn off backface culling.

vertices: Vec<Vertex, Global>

The vertex data indexed by indices.

texture_id: TextureId

The texture to use when drawing these triangles.

Implementations

Are all indices within the bounds of the contained vertices?

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