pub struct Mesh {
    pub vertices: Vec<Vertex>,
    pub indices: Vec<u32>,
    /* private fields */
}
Expand description

An indiced Mesh, stored along with it’s vertex array, index array and vertex buffer.

Fields

vertices: Vec<Vertex>

Vertices of the Mesh.

Represented as a Vec of Vertexs.

indices: Vec<u32>

Indices of the Mesh.

Stored as a Vec of u32.

Implementations

Create a new Mesh with the given vertices and indices.

Create a new Quad mesh with a side length of 1m

Create a new Quad mesh with a given side length

Set up the vertex (vbo) and index (ibo) WebGlBuffer and send their data to the GPU.

Trait Implementations

Bind the WebGlVertexArrayObject of the Mesh.

Optionally unbinds a struct implementing the Bind trait. This effectively resets the WebGL state.

Formats the value using the given formatter. Read more

Executes the destructor for this type. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Should always be Self

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more

Checks if self is actually part of its subset T (and can be converted to it).

Use with care! Same as self.to_subset but without any property checks. Always succeeds.

The inclusion map: converts self to the equivalent element of its superset.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.