Struct luminance::tessellation::Tessellation
[−]
[src]
pub struct Tessellation<C> where C: HasTessellation {
pub repr: C::Tessellation,
}
GPU Tessellation.
Fields
repr: C::Tessellation
Methods
impl<C> Tessellation<C> where C: HasTessellation
[src]
fn new<T>(mode: Mode,
vertices: &[T],
indices: Option<&[u32]>)
-> Tessellation<C> where T: Vertex
vertices: &[T],
indices: Option<&[u32]>)
-> Tessellation<C> where T: Vertex
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.
fn attributeless(mode: Mode, vert_nb: usize) -> Tessellation<C>
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.