[−][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:
Mode::Point
; point clouds.Mode::Line
; lines.Mode::LineStrip
; line strips, which are lines connected between them to create a single, long line.Mode::Triangle
; triangles.Mode::TriangleFan
; triangle fans, a way of connecting triangles.Mode::TriangleStrip
; triangle strips, another way of connecting triangles.
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 |
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 |