pubmodlighting;uselighting::Light;/// `DisplayMode` determines how the [`Viewport`](super::Viewport) renders our 3D objects. This is the Gemini equivalent of Blender's Viewport Shading options
#[derive(Debug, Clone, PartialEq)]pubenumDisplayMode{/// Renders the edges of the meshes, without filling in the shapes. You can choose whether you want to render with backface culling using the [`backface_culling`](DisplayMode::Wireframe::backface_culling) enum parameter
Wireframe {/// Whether or not to enable backface culling (parts of the mesh with faces that are not facing towards the viewport will be removed)
backface_culling:bool,},/// Renders the full, unshaded faces of all the meshes.
Solid,/// Renders with faces' `text_char`s replaced with other characters to emulate light, based on a passed list of [`Light`]s
Illuminated {/// The collection of lights used to illuminate the scene
lights:Vec<Light>,},}