Struct luminance::tessellation::Tessellation [] [src]

pub struct Tessellation<C> where C: HasTessellation {
    pub repr: C::Tessellation,
}

GPU Tessellation.

Fields

Methods

impl<C> Tessellation<C> where C: HasTessellation
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Create a new tessellation.

The mode argument gives the type of the primitives and how to interpret the vertices and indices slices. If indices is set to None, the tessellation will use the vertices as-is.

Create a Tessellation that will procedurally generate its vertices (i.e. attribute-less).

You just have to give the Mode to use and the number of vertices the Tessellation must have. You’ll be handed back a Tessellation object that doesn’t actually hold anything. You will have to generate the vertices on the fly in your shaders.

Trait Implementations

impl<C: Debug> Debug for Tessellation<C> where C: HasTessellation, C::Tessellation: Debug
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Formats the value using the given formatter.

impl<C> Drop for Tessellation<C> where C: HasTessellation
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A method called when the value goes out of scope. Read more