[][src]Struct quicksilver::graphics::Mesh

pub struct Mesh {
    pub vertices: Vec<Vertex>,
    pub triangles: Vec<GpuTriangle>,
}

A way to store rendered objects without having to re-process them

Fields

vertices: Vec<Vertex>

All the vertices in the mesh

triangles: Vec<GpuTriangle>

All the triangles in the mesh

Methods

impl Mesh[src]

pub fn new() -> Mesh[src]

Create a new, empty mesh

This allocates, so hold on to meshes rather than creating and destroying them

pub fn clear(&mut self)[src]

Clear the mesh, removing anything that has been drawn to it

pub fn add_positioned_vertices(
    &mut self,
    vertices: impl Iterator<Item = Vector>,
    trans: Transform,
    tex_trans: Option<Transform>,
    bkg: Background
) -> u32
[src]

Add vertices from an iterator, some transforms, and a background

pub fn extend(&mut self, other: &Mesh)[src]

Add all the data from the other mesh into this mesh

Auto Trait Implementations

impl !Send for Mesh

impl !Sync for Mesh

Blanket Implementations

impl<T, U> Into for T where
    U: From<T>, 
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impl<T> From for T[src]

impl<T, U> TryFrom for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> BorrowMut for T where
    T: ?Sized
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impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> SetParameter for T

fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
    T: Parameter<Self>, 

Sets value as a parameter of self.

impl<T> Erased for T

impl<T> Same for T

type Output = T

Should always be Self

impl<SS, SP> SupersetOf for SP where
    SS: SubsetOf<SP>, 
[src]

impl<T> Downcast for T where
    T: Any