Struct luminance::tess::Tess
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[src]
pub struct Tess { /* fields omitted */ }
GPU tessellation.
Methods
impl Tess
[src]
fn new<'a, V, T>(mode: Mode, vertices: V, indices: Option<&[u32]>) -> Self where TessVertices<'a, T>: From<V>, T: 'a + 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) -> Self
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.
fn as_slice<T>(&self) -> Result<BufferSlice<T>, TessMapError> where T: Vertex
Get an immutable slice over the vertices stored on GPU.
fn as_slice_mut<T>(&mut self) -> Result<BufferSliceMut<T>, TessMapError> where T: Vertex
Get a mutable slice over the vertices stored on GPU.