Struct conrod::backend::gfx::Renderer
[−]
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pub struct Renderer<'a, R: Resources> { /* fields omitted */ }
Methods
impl<'a, R: Resources> Renderer<'a, R>
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fn new<F: Factory<R>>(
factory: &mut F,
rtv: &RenderTargetView<R, ColorFormat>,
dpi_factor: f64
) -> Result<Self, RendererCreationError>
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factory: &mut F,
rtv: &RenderTargetView<R, ColorFormat>,
dpi_factor: f64
) -> Result<Self, RendererCreationError>
fn commands(&self) -> Commands
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Produce an Iterator
yielding Command
s.
fn fill<P, C>(
&mut self,
encoder: &mut Encoder<R, C>,
dims: (f32, f32),
primitives: P,
image_map: &Map<(ShaderResourceView<R, [f32; 4]>, (u32, u32))>
) where
P: PrimitiveWalker,
C: CommandBuffer<R>,
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&mut self,
encoder: &mut Encoder<R, C>,
dims: (f32, f32),
primitives: P,
image_map: &Map<(ShaderResourceView<R, [f32; 4]>, (u32, u32))>
) where
P: PrimitiveWalker,
C: CommandBuffer<R>,
Fill the inner vertex and command buffers by translating the given primitives
.
fn draw<F, C>(
&self,
factory: &mut F,
encoder: &mut Encoder<R, C>,
image_map: &Map<(ShaderResourceView<R, [f32; 4]>, (u32, u32))>
) where
F: Factory<R>,
C: CommandBuffer<R>,
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&self,
factory: &mut F,
encoder: &mut Encoder<R, C>,
image_map: &Map<(ShaderResourceView<R, [f32; 4]>, (u32, u32))>
) where
F: Factory<R>,
C: CommandBuffer<R>,
Draws using the inner list of Command
s to the given display
.
Note: If you require more granular control over rendering, you may want to use the fill
and commands
methods separately. This method is simply a convenience wrapper around those
methods for the case that the user does not require accessing or modifying conrod's draw
parameters, uniforms or generated draw commands.