[][src]Module luminance::tess

GPU geometries.

Tessellations (i.e. Tess) represent geometric information stored on GPU. They are at the heart of any render, should it be 2D, 3D or even more exotic configuration. Please familiarize yourself with the tessellation abstractions before going on.

Tessellation primitive

Currently, several kinds of tessellation are supported:

Those kinds of tessellation are designated by the Mode type. You will also come across the name of primitive mode to designate such an idea.

Tessellation creation

Creation is done via the TessBuilder type, using the builder pattern. Once you’re done with configuring everything, you can generate the tessellation and get a Tess object.

Tess represents data on the GPU and can be thought of as an access to the actual data, a bit in the same way as a Vec is just a small data structure that represents an access to a much bigger memory area.

Tessellation render

In order to render a Tess, you have to use a TessSlice object. You’ll be able to use that object in pipelines. See the pipeline module for further details.

Structs

Tess

GPU tessellation.

TessBuilder

Build tessellations the easy way.

TessSlice

Tessellation slice.

Enums

Mode

Vertices can be connected via several modes.

TessError

Possible errors that might occur when dealing with Tess.

TessIndexType

Possible tessellation index types.

TessMapError

Error that can occur while trying to map GPU tessellation to host code.

Traits

TessIndex

Class of tessellation indexes.

TessSliceIndex

The Tess slice index feature.