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