pub fn tessellate_shapes(
pixels_per_point: f32,
options: TessellationOptions,
font_tex_size: [usize; 2],
prepared_discs: Vec<PreparedDisc>,
shapes: Vec<ClippedShape>
) -> Vec<ClippedPrimitive>
Expand description

Turns Shape:s into sets of triangles.

The given shapes will tessellated in the same order as they are given. They will be batched together by clip rectangle.

  • pixels_per_point: number of physical pixels to each logical point
  • options: tessellation quality
  • shapes: what to tessellate
  • font_tex_size: size of the font texture. Required to normalize glyph uv rectangles when tessellating text.
  • prepared_discs: What TextureAtlas::prepared_discs returns. Can safely be set to an empty vec.

The implementation uses a Tessellator.

Returns

A list of clip rectangles with matching Mesh.