Trait luminance::tessellation::HasTessellation
[−]
[src]
pub trait HasTessellation { type Tessellation; fn new<T>(mode: Mode,
vertices: &[T],
indices: Option<&[u32]>)
-> Self::Tessellation where T: Vertex; fn destroy(tessellation: &mut Self::Tessellation); fn attributeless(mode: Mode, vert_nb: usize) -> Self::Tessellation; }
Trait to implement to provide tessellation features.
Associated Types
type Tessellation
A type representing tessellation on GPU.
Required Methods
fn new<T>(mode: Mode,
vertices: &[T],
indices: Option<&[u32]>)
-> Self::Tessellation where T: Vertex
vertices: &[T],
indices: Option<&[u32]>)
-> Self::Tessellation where T: Vertex
Create a Tessellation
from its vertices and a Mode
.
If indices == None
, the vertices
represent an array of vertices that are connected to each
others in the order they appear. If you want to connect them in another way, you can index
them with Some(indices)
.
fn destroy(tessellation: &mut Self::Tessellation)
Destroy a Tessellation
.
fn attributeless(mode: Mode, vert_nb: usize) -> Self::Tessellation
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.