Struct skeletal_animation::skinned_renderer::SkinnedRenderer
[−]
[src]
pub struct SkinnedRenderer<R: Resources, T: Transform> { /* fields omitted */ }
Methods
impl<'a, R: Resources, T: Transform + HasShaderSources<'a>> SkinnedRenderer<R, T>
[src]
fn from_collada<F: Factory<R>>(factory: &mut F,
collada_document: ColladaDocument,
texture_paths: Vec<&str>)
-> Result<SkinnedRenderer<R, T>, ProgramError>
collada_document: ColladaDocument,
texture_paths: Vec<&str>)
-> Result<SkinnedRenderer<R, T>, ProgramError>
fn render<C: CommandBuffer<R>, Rf: RenderFormat>(&mut self,
encoder: &mut Encoder<R, C>,
out_color: &RenderTargetView<R, Rf>,
out_depth: &DepthStencilView<R, DepthStencil>,
view: [[f32; 4]; 4],
projection: [[f32; 4]; 4],
joint_poses: &[T])
encoder: &mut Encoder<R, C>,
out_color: &RenderTargetView<R, Rf>,
out_depth: &DepthStencilView<R, DepthStencil>,
view: [[f32; 4]; 4],
projection: [[f32; 4]; 4],
joint_poses: &[T])
fn calculate_skinning_transforms(&self, global_poses: &[T]) -> Vec<T>
TODO - don't allocate a new vector